Your base control + control from belt +control from eppaulettes will be enough to form a firewall so that'll do for now.
Initiator: gives you bonus crit damage +dodge (the cap for this skyrockets from 100 to 400 at level 140 which you are REALLY close to)
Also anything with less init than you (almost every monster ever) will take 15% bonus damage.
inhalation: gives you bonus initiative which fuels the previous passive
Once you get to OP gear and runes you will get pretty close to 400 init without this passive. At that point you can consider replacing this.
bomber fan: GET THIS TO GIT GUD. A properly lined up firewall will give you a stupidly strong following turn.
---Needing only 11AP you can toss down 3 bombs+fusilade on turn 1. Next turn mobs will step all over it (you can make allies do this too) to give you bonus crits+final damage (up to 50% of each). This+fusilade should put you at almost, and possibly at, 100% crit rate.
---Bonus: stepping on your own firewall cuts damage to you by 80%.... this is AFTER your fire resist kicks in. So you'll be taking like... 20 damage each time you step on your wall... thus... you can stay inside your firewall to lure monsters into it to attack you
FINALLY: surprise shot/rogue master (you'll grab both once level 150 gives you another passive slot
surprise shot: Synergy with previous strategy. 100% crit rate turns will ensure that this passive demolishes enemy resistances+bonus damage to anything that starts in line with you is great.
rogue master: bonus damage +bonus AP for spamming air spells+bonus life stealing effects. All will be good. I'd probably grab surprise shot first though and wait til 150 to grab this unless you have no healer ever.
Int: Resists+All the HP ever (you are free to mix in %hp to shield if you want)
Strength: single target damage+general damage (makes your air spells hit like a TRUCK: BBQ ribs+ slapshot).... long sword and boomerang will still benefit from that general damage.
agi: stat 20 into bonus initiative which gives you +80 init (this + passive = minimum 200 initiative... your bonuses currently cap when you reach 100 init.... but in two levels at 140.. the cap raises to 400 for you)
chance: 20 into crits and then its your choice. If you are fine with always getting backstab... then backstab gives more damage than crit damage. Block to help you survive if you have no tank or TRANK (the multiman).
Major: AP/MP/(range for bombs or final damage)... probably final damage unless you feel you cant throw your bomb far enough
Right now I'm trying to go tri without sacrificing too many stats.
I've got all my fire spells maxed, Pulsar, Piercing Shot (not maxed, level 132), Longsword, and Boomerange Dagger. I dropped BBQ Ribs because I rarely go close combat.
I still have some items to transmute still and need to change a few items to get a fully tri set, but here's an update of what I'm wearing and how my stats are looking:
If anyone has any suggestion, please do tell!
Edit: I just replaced my boots with DP boots.
This post has been edited by ShyNHigh - July 26, 2015, 01:57:24.