Ninjas/Pain template


AegisWolf

 

Posted

Guys I'm trying to create a good template for my Ninjas/Pain MM, have you some suggestions for me?
For example, did you think I must take all the heals or I can skip Share Pain?
Any help will be appreciated.


The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately

 

Posted

You can skip Share Pain, but why would you? If you're soloing I can maybe see that, but it's a big heal which can be useful. The side effects aren't a huge deal on MM's. Bigger question is what would you take in it's place?


 

Posted

Ok, other suggestions?
For example, which powers I can skip or which Power Pools I can take (since Medecine isn't needed with Pain)?


The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately

 

Posted

Quote:
Originally Posted by AegisWolf View Post
Guys I'm trying to create a good template for my Ninjas/Pain MM, have you some suggestions for me?
For example, did you think I must take all the heals or I can skip Share Pain?
Any help will be appreciated.
Just musing here...

From the Ninja set: I would skip the three attacks in this power set in favor of focusing your attention to casting powers from the pain domination set. Even solo, I wouldn't take one. Let the ninja (and your teammates, if any) do the real fighting.

From the PD set: I'd take every one of these, with the possible exception of Share Pain. A solo build would skip the Conduit of Pain rez, but it's all but expected of you to have one if you team. Every one of these buffs/heals your ninjas except for Anguishing Cry which seriously debuffs the enemy (the -resistance especially is a real boon for your ninja). If I had to pick one to skip, it'd be the Share Pain because you will not benefit from the +damage +tohit bestowed on you (assuming you don't take any attacks out of the Ninja set) and you probably won't benefit much from the rest of it if you're not in active combat.

From the power pools...

Leadership: Every MM I have has this. The bonuses aren't huge, but they stack and they're on 6 fighting ninjas. I'd take all three less the vengeance.

Speed: Haste, superspeed: Unlike some MM primary/secondary pairs that can get away without haste, a pain dominator really shouldn't be without haste. Given the large number of PD powers and situational necessity of having any given power up quickly, I see haste as a must. I'd also take superspeed. It's a travel power, both in moving between zones and on the battle field, that has a nice bonus of providing with some stealth and a place to slot defense sets (and a +stealth proc on top of all that, if you're so inclined).

Fitness: Hurdle, health and stamina, all three. My experience with PD is stamina can often be an issue, and if you have to resummon any of your ninja during battle you need the endurance for that too.

Fourth power: Take your pick, as the template you asked for is pretty much complete as it is. You can gain yet another layer of stealth (making all but invisible nose-to-nose to any but the larger/est bosses) and another place to have a defense set, but as above you already have superspeed plus a future +stealth proc. Maybe you'd rather be able to hover or fly with the way you intend to fight. Maybe you'd rather have combat jumping to move around the battlefield better, along with yet another possibility for a defense set. Teleport (and team teleport with the ninjas) or Presence provide for some interesting tactical possibilities you might like. I'm not sure what I'd pick here except to say that I'd probably pick a fourth pool power after seeing how this build plays with the template above.

Anyway, just to get you thinking. I'm sure others will have other suggestions which as just as good if not better. This build would suit my style of play, but perhaps others would prefer a different build for a different play style.

Good luck!


 

Posted

I agree with a lot of what Perwira suggests, but have a couple things to add.

The personal attacks that you can take maybe a benefit to you for the sake of boredom reduction. Pain can be very active during big fights, and especially on teams. Though there may be times you find you aren't healing much, and giving out more commands isn't needed. Firing an arrow may bring a smile to your face. I use the vet attacks when I get that bored, but you might not have them yet. Your Ninja will out damage you at all times make no mistake. If you do want an attack don't take all of them, and don't go nuts on slotting them. Usually I can find better things to spend powers/slots on, but there are a few exceptions, PD being a possibility. PD does provide buffs to make the attacks you have less pathetic, but it's not worth building for. If you really want an archery villain wait for Archery to arrive for Corruptors!

Conduit can be skipped, and Share Pain can be skipped (but really why do that?). Enforced Morale can also be skipped. If you solo a lot then you may not miss those powers. The bigger question though is what would you replace them with?

Leadership is something you can take or leave. Assault, and Tactics I would find worthwhile, but Maneuvers probably not so much. You just don't have much going for you in the realm of defense, and the little bit that you add from Maneuvers doesn't seem worth it.

Hasten, and Fitness are covered. As for the commentary on the other pools skip the ideas for everything else, and re-read the comments on Presence. Challenge/Provoke are very good choices for this combo. You can pull the heat off your paper tigers, and place it on yourself. In Bodyguard mode with the World of Pain, a patron resistance shield, and Suppress Pain running you are very tough. You can then get by a lot of conflicts with your area heal to mend any splash damage your ninja take while most of the damage just tickles you.

Oh, and take a peek at the patron options. You may want a resistance toggle from them. You may want a patron immobilize, and hold. Yeah, the Oni has these in his arsenal. He may not be the sharpest katana in the daisho sometimes so you can help him out. This also means with a hold of your own you can stack magnitude. None of the patron options are paramount, but I find the tools they bring very nice options for just about any MM build.

There ya go.


 

Posted

Ok, tnx for the advices, here's a first prototype for the build (consider I've the 60 Months Veteran):

Level 1: Call Genin
Level 1: Nullify Pain
Level 2: Soothe
Level 4: Share Pain
Level 6: Super Jump
Level 8: Train Ninjas
Level 10: Swift
Level 12: Call Jounin
Level 14: Health
Level 16: Hasten
Level 18: Smoke Flash
Level 20: Stamina
Level 22: Suppress Pain
Level 24: Assault
Level 26: Oni
Level 28: World of Pain
Level 30: Tactics
Level 32: Kuji In Zen
Level 35: Anguishing Cry
Level 38: Painbringer
Level 41: Dark Embrace
Level 44: Soul Tentacles
Level 47: Soul Storm
Level 49: Night Fall

What do you think about it?


The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately

 

Posted

Here is one i have leveld with and it has worked out great. Awesome team support as well as being able to keep pets healed through most encounters. Although you will lose the Genin fairly often, but they are super squishy anyway :P

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

WTF?: Level 50 Technology Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Pain Domination
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Call Genin -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(7), BldM'dt-Acc(7), BldM'dt-Dmg(43)
Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(17), Dct'dW-Heal(19)
Level 2: Soothe -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(17)
Level 4: Share Pain -- Heal-I(A)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(43), ULeap-Stlth(46), LkGmblr-Rchg+(50)
Level 12: Call Jounin -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(19)
Level 14: Super Jump -- Jump-I(A)
Level 16: Conduit of Pain -- RechRdx-I(A), RechRdx-I(50)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Suppress Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal(25), Dct'dW-EndRdx/Rchg(25)
Level 24: Enforced Morale -- RechRdx-I(A)
Level 26: Oni -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
Level 28: World of Pain -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(31), ImpSkn-EndRdx/Rchg(31), ImpSkn-ResDam/EndRdx/Rchg(33), ImpSkn-Status(33), RechRdx-I(33)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-Def/EndRdx/Rchg(40)
Level 32: Kuji In Zen -- EndRdx-I(A)
Level 35: Anguishing Cry -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(36), AnWeak-Acc/Rchg(36), AnWeak-DefDeb/EndRdx/Rchg(36), AnWeak-Acc/Rchg/EndRdx(37), AnWeak-%ToHit(37)
Level 38: Painbringer -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(39), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40)
Level 41: School of Sharks -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Immob(42), Enf'dOp-Immob/Rng(43)
Level 44: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46)
Level 47: Shark Skin -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(48), ImpSkn-EndRdx/Rchg(48), ImpSkn-ResDam/EndRdx/Rchg(48), ImpSkn-Status(50)
Level 49: Recall Friend -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy


 

Posted

I just wanted to give my 2 inf, since this is a combo I recently took to 50 and enjoyed the ride.

Even with maxing out the +Resistance in Wold of Pain, Genin are going to get one-shot way before healing them will help, especially when you turn the difficulty meter up. This became much less of an issue when I took (and well slotted) Provoke and started tankerminding. I view Provoke as one of the key, game changing powers I took while leveling up. If I could hold aggro, the Genin would live and I could spend more time buffing the Ninjas (Smoke Flash, Enforced Morale, Painbringer) than healing (and resummoning) them.

I do not view Enforced Morale as optional. Not that you're going to keep the buff up full time on 6 henchmen, but there are times you're to want to be very proactive with it (Rikti and Malta to name just a couple).

So there are some tough choices to make. I don't think skipping Stamina is an option. Despite being a Leadership junkie, I chose to not take those powers.

Depending on your intentions at 50, you may want to rethink your late game powers. Although I leveled up my Ninja/Pain solo, my lvl 50 activities are mostly high level SFs (LRSF, ITF and LGTF) so I think the rez is actually useful (as is Share Pain), moreso than Night Fall.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
I just wanted to give my 2 inf, since this is a combo I recently took to 50 and enjoyed the ride.

Even with maxing out the +Resistance in Wold of Pain, Genin are going to get one-shot way before healing them will help, especially when you turn the difficulty meter up. This became much less of an issue when I took (and well slotted) Provoke and started tankerminding. I view Provoke as one of the key, game changing powers I took while leveling up. If I could hold aggro, the Genin would live and I could spend more time buffing the Ninjas (Smoke Flash, Enforced Morale, Painbringer) than healing (and resummoning) them.

I do not view Enforced Morale as optional. Not that you're going to keep the buff up full time on 6 henchmen, but there are times you're to want to be very proactive with it (Rikti and Malta to name just a couple).

So there are some tough choices to make. I don't think skipping Stamina is an option. Despite being a Leadership junkie, I chose to not take those powers.

Depending on your intentions at 50, you may want to rethink your late game powers. Although I leveled up my Ninja/Pain solo, my lvl 50 activities are mostly high level SFs (LRSF, ITF and LGTF) so I think the rez is actually useful (as is Share Pain), moreso than Night Fall.
Your advice is great for the MM that intends to solo. The build I posted was the one I used to level to 50 with and was from a Team Oriented style. I only solo'd only on rare occasion, I was in teams all the time. Everyone wants a /pain along And having a slotted out World of Pain really helps, also it's not just resist, its also +DMG and +toHit so, bonus!


 

Posted

My comments are as equally valid for a "Team Oriented style" as they are for a soloer. On teams I can take aggro off of all but tanks and some brutes. I've saved allies on the final battle with the Phalanx in the LRSF by provoking a hero off of them. I've separated the healing Nictus from Romulus on the ITF. Provoke is far from being a solo only power.


Global = Hedgefund (or some derivation thereof)

 

Posted

Our styles and opinions just differ is all. Preface all of my sentences with "In my opinion"

By not taking and heavily slotting World of Pain you are doing your team a disservice, provoke or no.

You will still spend the majority if your time healing your henchman, yourself, and the rest of the team with or without provoke, that is the main focus of your secondary.

Part of the problem with "Tankerminding" on a team is that you can not control your pets, as you would lose Bodyguard, and often can cause more harm than good when left to their own devices in a densely spawned map.

And yes, definitely get Resurrect along with Share Pain and Enforced Morale. I use the last two heavily when in teams and they love me for it!

I am unsure of the weight I would give to being able to pull a "Hero" off a tank in the LRSF since that hero will squish you in two or maybe 3 hits, in all likelihood one if CoX didn't have the one-shot clause :P and healing nictus hits like a pansy :>

Personally, if an MM pulled aggro from me while I was tanking by using Provoke, I would ask him/her to please not do that again, and if it continued I would kick him/her from the team. It is very disruptive to have to fight for aggro when it is not necessary, which is 95% of the time.

So, in summation, and again this is just my opinion, Provoke has limited use while in a team environment and should not be taken over World of Pain. If you fell you need to, and can take both without hurting your build elsewhere, then I see no issue with it.


 

Posted

I mean no offense, but you seem to have some trouble understanding what was written.

What makes you think I am suggesting to not slot World of Pain? I max out recharge and resistance and nothing in what I wrote before implies one should not slot it.

What makes you think I "pull a 'Hero' off a Tank in the LRSF"? I specifically say "I can take aggro off of all but tanks". In English, that means I can't pull aggro off of a tank. Also, there are no Tanks in the LRSF. As for surviving hero aggro, well, it's too bad for you that you get 2-3 shot. Keep playing and hopefully you learn some survival skills.

Furthermore, you seem to think I'm suggesting Provoke over World of Pain which is perplexing. Are you thinking that because I mention the two in the same sentence? In no way would I suggest such a thing.


Global = Hedgefund (or some derivation thereof)

 

Posted

Oh my, apparently I hit a sensitive spot. I am sorry, maybe I did misunderstand somewhat, but that is no need to get all offensive and insulting.

I am not going to get in a pissing contest with you because that never solves anything but I will try to briefly explain why I may have misunderstood.

Again, I am sorry if I have misunderstood you when I read

Quote:
On teams I can take aggro off of all but tanks and some brutes. I've saved allies on the final battle with the Phalanx in the LRSF by provoking a hero off of them. I've separated the healing Nictus from Romulus on the ITF.
I see the part about all but tanks and some brutes, it is a bit ambiguous, but ok I could have misunderstand that part.

Then the part about pulling a "Hero" off "them" in a LRSF, again ambiguous with room for misinterpretation, which again I apparently did, and again I apologize.

Lastly the part on separating the healy nictus, I do this regularly and tank it on my blaster. I am a good player, but I am to humble to call myself a "great" player so if i can do it, anyone can. So not much really to flex about on that one.

You could have been far less offensive and aggro in your response, but your point is taken nonetheless. Sorry for the confusion I have apparently caused. We both seem to be in agreement over the import of World of Pain, but still in disagreement over the import of Provoke, and that is ok. People don't agree on everything all the time.

And really...keep playing? I have been playing longer than you have, at least according to the forum registry, which I know is not always accurate since I was playing since 2005 but didn't register until 2006 on forums. Among my numerous 50's is 4 Masterminds so I would say I have a good grasp of the class and various play styles. Because I may not agree with one of your opinions that hardly means i need to "l2p"

Yeah, I know I was nice and polite until that last paragraph. Sorry, old habbits are hard to break, but I am working on it!


 

Posted

Ok, here's a new version of my first template:

Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Pain Domination
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Call Genin -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(3), BldM'dt-Acc/EndRdx:50(3), BldM'dt-Acc/Dmg/EndRdx:50(9), BldM'dt-Acc:50(9), BldM'dt-Dmg:50(19)
Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-Heal:50(17), Dct'dW-Rchg:50(33)
Level 2: Soothe -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-Heal:50(17), Dct'dW-Rchg:50(33)
Level 4: Share Pain -- Heal-I:50(A)
Level 6: Combat Jumping -- EndRdx-I:50(A), Zephyr-ResKB:50(46)
Level 8: Train Ninjas -- EndRdx-I:50(A)
Level 10: Swift -- Run-I:50(A)
Level 12: Call Jounin -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(13), BldM'dt-Acc/EndRdx:50(13), BldM'dt-Acc/Dmg/EndRdx:50(15), BldM'dt-Acc:50(15), BldM'dt-Dmg:50(19)
Level 14: Health -- Heal-I:50(A)
Level 16: Conduit of Pain -- RechRdx-I:50(A), RechRdx-I:50(43)
Level 18: Enforced Morale -- EndRdx-I:50(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Suppress Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(23), Dct'dW-Heal/Rchg:50(23), Dct'dW-Heal/EndRdx/Rchg:50(25), Dct'dW-Heal:50(25), Dct'dW-Rchg:50(34)
Level 24: Assault -- EndRdx-I:50(A), EndRdx-I:50(43)
Level 26: Oni -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(27), BldM'dt-Acc/EndRdx:50(27), BldM'dt-Acc/Dmg/EndRdx:50(31), BldM'dt-Acc:50(31), BldM'dt-Dmg:50(34)
Level 28: World of Pain -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(29), ImpArm-EndRdx/Rchg:40(29), ImpArm-ResDam/EndRdx/Rchg:40(31), RechRdx-I:50(33), ToHit-I:50(46)
Level 30: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37)
Level 32: Kuji In Zen -- EndRdx-I:50(A)
Level 35: Anguishing Cry -- ShldBrk-Acc/DefDeb:30(A), ShldBrk-Acc/Rchg:30(36), ShldBrk-Acc/EndRdx/Rchg:30(36), LdyGrey-DefDeb:50(36), LdyGrey-DefDeb/Rchg:50(37), LdyGrey-Rchg/EndRdx:50(40)
Level 38: Painbringer -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(39), Efficacy-EndMod/Acc/Rchg:50(39), Mrcl-EndRdx/Rchg:40(39), Mrcl-Heal/Rchg:40(40), Mrcl-Heal/EndRdx/Rchg:40(40)
Level 41: Dark Embrace -- EndRdx-I:50(A), EndRdx-I:50(42), ResDam(42), ResDam(42), ResDam(43)
Level 44: Soul Tentacles -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Immob/Rng:50(45), Enf'dOp-Acc/Immob/Rchg:50(46)
Level 47: Soul Storm -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), BasGaze-Acc/Hold:30(48), BasGaze-Acc/Rchg:30(48), BasGaze-Rchg/Hold:30(50)
Level 49: Night Fall -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(50), Cloud-Acc/EndRdx/Rchg:30(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy

It's still a work in progress, so any comment and/or suggestion will be appreciated.


The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately

 

Posted

Ok, I've put together another version. Essentially is the old one with different placement for some slots. What do you think about it?

Villain Plan by Mids' Villain Designer 1,601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Pain Domination
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Call Genin -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(7), BldM'dt-Acc(7), BldM'dt-Dmg(17)
Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(19), Dct'dW-Rchg(33)
Level 2: Soothe -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(19), Dct'dW-Rchg(33)
Level 4: Share Pain -- Heal-I(A)
Level 6: Super Jump -- EndRdx-I(A)
Level 8: Train Ninjas -- EndRdx-I(A), EndRdx-I(46)
Level 10: Swift -- Run-I(A)
Level 12: Call Jounin -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(17)
Level 14: Health -- Heal-I(A)
Level 16: Conduit of Pain -- RechRdx-I(A)
Level 18: Enforced Morale -- RechRdx-I(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Suppress Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(34), Dct'dW-Rchg(34)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
Level 26: Oni -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Acc(31), BldM'dt-Dmg(31)
Level 28: World of Pain -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(29), ImpArm-EndRdx/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(33), RechRdx-I(37), ToHit-I(37)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43)
Level 32: Kuji In Zen -- EndRdx-I(A), EndRdx-I(46)
Level 35: Anguishing Cry -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(36), ShldBrk-Acc/EndRdx/Rchg(36), LdyGrey-DefDeb(36), LdyGrey-DefDeb/Rchg(37), LdyGrey-Rchg/EndRdx(39)
Level 38: Painbringer -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Mrcl-EndRdx/Rchg(40), Mrcl-Heal/Rchg(40), Mrcl-Heal/EndRdx/Rchg(40)
Level 41: Dark Embrace -- EndRdx-I(A), EndRdx-I(42), ResDam(42), ResDam(42), ResDam(43)
Level 44: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46)
Level 47: Soul Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), BasGaze-Acc/Hold(48), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(50)
Level 49: Night Fall -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(50), Cloud-Acc/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy


The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately