Ninja/Trick Arrow Build Halp
If you have the "Natural" booster pack you could drop the leaping pool powers and rely on ninja run for a travel power (if a ninja MM wouldn't, then who would? ), drop the leadership powers, get hasten, and also take stamina. That would leave you with the same number of powers, healing for yourself and your ninjas, and stamina. Hasten gets your nifty arrows and summons up more quickly in tough battles, while stamina gives you a better ability to use smoke bomb and to keep up when re-summoning is important.
If you can somehow overcome endurance problems without stamina, that would take away a lot of the impetus for getting it. But, smoke bomb is highly endurance-intensive, even after endurance reduction slotting. If you're healing regularly and/or re-summoning much in tough battles you'll probably find endurance difficult to manage without stamina.
I got some help in-game that mirrored what you said and I ended up with this build, which I think will be great fun to play:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Fallen Ninja Lord: Level 50 Natural Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Genin
- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Damage/Endurance
- (3) Blood Mandate - Accuracy/Endurance
- (5) Blood Mandate - Accuracy/Damage/Endurance
- (5) Blood Mandate - Accuracy
- (7) Blood Mandate - Damage
- (A) Empty
- (A) Dark Watcher's Despair - To Hit Debuff
- (9) Dark Watcher's Despair - To Hit Debuff/Recharge
- (11) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (11) Dark Watcher's Despair - Chance for Recharge Slow
- (A) Pacing of the Turtle - Accuracy/Slow
- (17) Pacing of the Turtle - Range/Slow
- (19) Pacing of the Turtle - Endurance/Recharge/Slow
- (19) Pacing of the Turtle - Chance of -Recharge
- (A) Endurance Reduction IO
- (7) Endurance Reduction IO
- (9) Endurance Reduction IO
- (A) Recharge Reduction IO
- (21) Recharge Reduction IO
- (21) Recharge Reduction IO
- (A) Run Speed IO
- (23) Run Speed IO
- (A) Blood Mandate - Accuracy/Damage
- (13) Blood Mandate - Damage/Endurance
- (13) Blood Mandate - Accuracy/Endurance
- (15) Blood Mandate - Accuracy/Damage/Endurance
- (15) Blood Mandate - Accuracy
- (17) Blood Mandate - Damage
- (A) Jumping IO
- (23) Jumping IO
- (A) Call of the Sandman - Accuracy/Recharge
- (25) Call of the Sandman - Endurance/Sleep
- (25) Call of the Sandman - Accuracy/Endurance
- (31) Call of the Sandman - Sleep/Range
- (46) Call of the Sandman - Accuracy/Sleep/Recharge
- (A) Healing IO
- (31) Healing IO
- (33) Healing IO
- (A) Analyze Weakness - Defense Debuff
- (34) Analyze Weakness - Accuracy/Defense Debuff
- (34) Analyze Weakness - Accuracy/Recharge
- (34) Analyze Weakness - Defense Debuff/Endurance/Recharge
- (36) Analyze Weakness - Accuracy/Endurance/Recharge
- (A) Endurance Modification IO
- (36) Endurance Modification IO
- (36) Endurance Modification IO
- (A) Doctored Wounds - Heal/Endurance
- (37) Doctored Wounds - Heal/Recharge
- (37) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Heal
- (39) Doctored Wounds - Recharge
- (A) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Damage/Endurance
- (27) Blood Mandate - Accuracy/Endurance
- (29) Blood Mandate - Accuracy/Damage/Endurance
- (29) Blood Mandate - Accuracy
- (31) Blood Mandate - Damage
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (40) Endurance Reduction IO
- (40) Endurance Reduction IO
- (A) Endurance Reduction IO
- (40) Endurance Reduction IO
- (A) Endurance Reduction IO
- (33) Endurance Reduction IO
- (33) Endurance Reduction IO
- (A) Detonation - Accuracy/Damage
- (42) Detonation - Damage/Endurance
- (42) Detonation - Damage/Recharge
- (42) Detonation - Accuracy/Damage/Endurance
- (43) Detonation - Damage/Endurance/Range
- (A) Efficacy Adaptor - EndMod
- (43) Efficacy Adaptor - EndMod/Recharge
- (43) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (45) Efficacy Adaptor - Accuracy/Recharge
- (45) Efficacy Adaptor - EndMod/Accuracy
- (45) Efficacy Adaptor - EndMod/Endurance
- (A) Resist Damage IO
- (46) Resist Damage IO
- (A) Stupefy - Endurance/Stun
- (46) Stupefy - Stun/Range
- (50) Stupefy - Accuracy/Stun/Recharge
- (A) Ghost Widow's Embrace - Accuracy/Recharge
- (48) Ghost Widow's Embrace - Endurance/Hold
- (48) Ghost Widow's Embrace - Accuracy/Endurance
- (48) Ghost Widow's Embrace - Hold/Range
- (50) Ghost Widow's Embrace - Accuracy/Hold/Recharge
- (A) Endurance Reduction IO
- (50) Endurance Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
I'm glad the earlier advice was of some help.
I'm a little confused as to why you're taking all four fitness powers, and not taking either ice arrow or smoke flash. If its concept, its all good and you'll still be viable. If you'd like a more powerful build, ice arrow really helps to mitigate incoming damage. Also, flash arrow and smoke flash go together very well. You flash arrow a spawn, blinding them, move your oni to an appropriate distance, cast smoke flash on your oni, put him on defensive attack against a specific target, lay down a glue arrow as your oni attacks so that mobs can't move out of range quickly and an acid arrow so they feel the oni's attacks more keenly (or just drop an oil slick arrow), and enjoy the ensuing carnage. If you can somehow fit both ice arrow and smoke flash back into your build (also I see tactics at level 49 but not one of the first two leadership powers), you'll see an uptick in effectiveness.
Regarding slotting, you'll draw aggro if you put procs in flash arrow. It is inconvenient to have a flash arrow that draws aggro because it has such a large radius that you can aggro multiple spawns, when on large teams. Also, you cannot stack the debuff from flash arrow and it recharges quickly enough that you can easily re-apply it. There's little value to be gained from slotting flash arrow for recharge.
Again regarding slotting, you get very little value from a third end reducer in your pet upgrade powers and probably little value even from the third end reducer in smoke flash. You'll get more value by slotting end reducers into your frequently used arrows instead, especially those with less than six slots under your current build plan.
I hope this also proves helpful.
Get that proc out of Flash Arrow. It causes aggro.
Slot Flash Arrow for more -ToHit. You can get it over 5% with Dark Watcher's Despair or Cloud Senses, and every point of -ToHit from Flash Arrow is almost exactly like giving your henchmen that much Defense (all).
Maneuvers. Take it, slot it (you can break 4% easily), run it.
Get the Edict of the Master 5% Defense IO in one of your pets. For that matter, get the Sovereign Right 10% Resistance IO, too. Those IOs work by focusing a PBAoE buff aura on you. You don't benefit, but your pets do, so that's another 5% Defense and 10% Resistance for them.
Use Poison Gas Arrow in every situation. That should be the second thing you use. Flash a spawn, then PGA them. That's 15% -Damage and point for point it's equal to 15% Resistance to everything.
Get rid of that set in Oil Slick Arrow and slot it for Damage and Recharge. Three Dam/Rchg IOs (one from each of the Targeted AoE sets), one End/Rcgh/Slow and one Dam/Slow from Tempered Readiness. OSA gives you a powerful damage mitigation tool in the form of knockdown, you want it to be available as frequently as possible even if it means your henchmen spaz out. It also has an Avoid effect that makes foes run away when it's ignited, which also helps reduce incoming damage. And, of course, you want it to hurt.
That End Mod set in EMP Arrow, trash it. Slot it for Hold or don't slot it at all. You have no other powers which drain endurance, so the only thing you'll accomplish with it slotted that way is a flashy light show.
Optionally, you can also consider picking up Provoke from the Presence pool and increasing your Ranged and AoE defenses as much as possible (Weave, Maneuvers, Stealth, IO set bonuses). IF you're using your TA and pool powers properly, Flashing the spawn before engaging, then hitting them with PGA to reduce the alpha damage, Gluing them immediately thereafter so they don't run into melee and pummel you, keeping Maneuvers toggled on, etc., and using Bodyguard mode, then you can get away with drawing aggro to yourself instead of letting your henchmen take the hits. You will get hurt occasionally, but your henchmen will last longer and you'll spend much less time resummoning.
Also, don't forget to use inspirations. You can give them to your henchmen by dragging the inspiration over the name in the pet window, or you can drag them directly onto the pet. Makes for a nice, quick heal, defense buff or whatever you need in the heat of combat.
Lastly, since you've got Soul Mastery as your PPP, consider picking up Night Fall. It has a base 5.625% ToHit debuff, which you can stack with whatever Defense you've got (for you and your henchmen) and Flash Arrow. I use it on my Bots/TA to get my Drones and Assault Bot up to the equivalent of 42% Defense, just three points short of the soft cap, and it does help. I'm planning on taking it for my Necro/TA as well (level 32 at the moment... been enjoying my TA/Dark a little too much lately, can't focus on any of my alts).
Ok, I read over it all and here's what I came up with (Third time's a charm):
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Trick Arrow
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Genin
- (A) Blood Mandate - Accuracy/Damage
- (9) Blood Mandate - Damage/Endurance
- (11) Blood Mandate - Accuracy/Endurance
- (11) Blood Mandate - Accuracy
- (17) Blood Mandate - Damage
- (19) Sovereign Right - Resistance Bonus
- (A) Empty
- (A) Dark Watcher's Despair - To Hit Debuff
- (3) Dark Watcher's Despair - To Hit Debuff/Recharge
- (3) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (5) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Pacing of the Turtle - Accuracy/Slow
- (5) Pacing of the Turtle - Range/Slow
- (7) Pacing of the Turtle - Endurance/Recharge/Slow
- (7) Pacing of the Turtle - Chance of -Recharge
- (A) Endurance Reduction IO
- (9) Endurance Reduction IO
- (A) Run Speed IO
- (21) Run Speed IO
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (21) Recharge Reduction IO
- (A) Blood Mandate - Accuracy/Damage
- (13) Blood Mandate - Damage/Endurance
- (13) Blood Mandate - Accuracy/Endurance
- (15) Blood Mandate - Accuracy
- (15) Blood Mandate - Damage
- (17) Achilles' Heel - Chance for Res Debuff
- (A) Jumping IO
- (23) Jumping IO
- (A) Call of the Sandman - Accuracy/Recharge
- (23) Call of the Sandman - Endurance/Sleep
- (25) Call of the Sandman - Accuracy/Endurance
- (25) Call of the Sandman - Sleep/Range
- (31) Call of the Sandman - Accuracy/Sleep/Recharge
- (A) Healing IO
- (31) Healing IO
- (33) Healing IO
- (A) Analyze Weakness - Defense Debuff
- (33) Analyze Weakness - Accuracy/Defense Debuff
- (34) Analyze Weakness - Accuracy/Recharge
- (34) Analyze Weakness - Defense Debuff/Endurance/Recharge
- (34) Analyze Weakness - Accuracy/Endurance/Recharge
- (A) Endurance Modification IO
- (37) Endurance Modification IO
- (37) Endurance Modification IO
- (A) Doctored Wounds - Heal/Endurance
- (40) Doctored Wounds - Heal/Recharge
- (42) Doctored Wounds - Heal/Endurance/Recharge
- (42) Doctored Wounds - Heal
- (42) Doctored Wounds - Recharge
- (A) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Damage/Endurance
- (27) Blood Mandate - Accuracy/Endurance
- (29) Blood Mandate - Accuracy
- (29) Blood Mandate - Damage
- (31) Edict of the Master - Defense Bonus
- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (43) Recharge Reduction IO
- (43) Endurance Reduction IO
- (45) Endurance Reduction IO
- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Endurance/Recharge
- (45) Red Fortune - Defense
- (46) Red Fortune - Endurance
- (A) Endurance Reduction IO
- (33) Endurance Reduction IO
- (A) Damage Increase IO
- (36) Damage Increase IO
- (36) Damage Increase IO
- (36) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Essence of Curare - Accuracy/Recharge
- (39) Essence of Curare - Endurance/Hold
- (39) Essence of Curare - Accuracy/Endurance
- (39) Essence of Curare - Hold/Range
- (40) Essence of Curare - Accuracy/Hold
- (40) Essence of Curare - Accuracy/Hold/Recharge
- (A) Dark Watcher's Despair - To Hit Debuff
- (46) Dark Watcher's Despair - To Hit Debuff/Recharge
- (48) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (48) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Resist Damage IO
- (46) Resist Damage IO
- (A) Essence of Curare - Accuracy/Recharge
- (48) Essence of Curare - Hold/Range
- (50) Essence of Curare - Accuracy/Hold
- (50) Essence of Curare - Accuracy/Hold/Recharge
- (A) Endurance Reduction IO
- (50) Endurance Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Your damage will be coming from your Ninjas and your best Secondary Powers don't have an accuracy check (Oil and Glue Arrow) TA itself has decent accuracy.
Take Speed for hasten and jumping.
Just a suggestion of course.
this build will also work fantasticly in PvP if you ever get the inclination.
I figure Assault couldn't hurt, but I'm not sure what I'd take instead since I opted to go with Hurdle/Swift/Ninja Run for my pseudo-travel power (I did snag Hasten at level 8 though). Any other suggestions?
I might, Pinnacle is developing a nice, lax PvP environment so I have the chance to!
I figure Assault couldn't hurt, but I'm not sure what I'd take instead since I opted to go with Hurdle/Swift/Ninja Run for my pseudo-travel power (I did snag Hasten at level 8 though). Any other suggestions?
I might, Pinnacle is developing a nice, lax PvP environment so I have the chance to! |
Personally, I'd put the Pet Defense IO into Genin, thereby almost doubling their native Defense (a paper thin 7.5% vs All) which actually yields a greater return on investment than resistance will at lower levels. That then shifts the Pet Resistance IO over to the Oni.
Maneuvers is "nice" if you've got room for it in a build, but isn't as valuable to you as Assault (useful) or Tactics (very useful, since it effectively "levels up" your pet attacks).
The absence of Ice Arrow is, as mentioned, a very definite sacrifice on your part. 1-slotted, Ice Arrow barely amounts to anything ... but 6-slotted, Ice Arrow becomes a force to be reckoned with.
Smoke Bomb is quite useful as a damage avoidance power to help your pets live longer ... in addition to being a Build Up power that affects a single pet. 4-slot for Endurance Reduction (2) and Recharge Reduction (2) is recommended.
I figure Assault couldn't hurt, but I'm not sure what I'd take instead since I opted to go with Hurdle/Swift/Ninja Run for my pseudo-travel power (I did snag Hasten at level 8 though). Any other suggestions?
I might, Pinnacle is developing a nice, lax PvP environment so I have the chance to! |
My problem with Ice Arrow and Smoke Flash is my lack of using them when I had them. They are both great powers, but I just didn't use them all that much. Granted I used Ice Arrow far more than I did Smoke Flash (I snagged it to replace a power I used even less; Aid Self) that still wasn't much. I'll look into it again though.
I thought the Pet IOs worked by making a PBAoE aura on me, wouldn't that mean it could affect all my pets not just the pet it's slotted in? And would they even be practical since I'm always at range (Close enough for Supremecy)?
I do still have Assault in the third build (Taken at level 49) Tactics was skipped though, I understand it's a 10% ToHit boost but how does that translate in the scheme of things to the pets?
Thanks for all the help and putting up with me. Despite having this guy and leveling him up to 50 pre-AE I find myself clueless as to his inner-workings. I appreciate all the help!
My problem with Ice Arrow and Smoke Flash is my lack of using them when I had them. They are both great powers, but I just didn't use them all that much. Granted I used Ice Arrow far more than I did Smoke Flash (I snagged it to replace a power I used even less; Aid Self) that still wasn't much. I'll look into it again though.
I thought the Pet IOs worked by making a PBAoE aura on me, wouldn't that mean it could affect all my pets not just the pet it's slotted in? And would they even be practical since I'm always at range (Close enough for Supremecy)? I do still have Assault in the third build (Taken at level 49) Tactics was skipped though, I understand it's a 10% ToHit boost but how does that translate in the scheme of things to the pets? Thanks for all the help and putting up with me. Despite having this guy and leveling him up to 50 pre-AE I find myself clueless as to his inner-workings. I appreciate all the help! |
The aura procs are always practical and the radius is large enough to encompass all your pets. Get the Defense and Resist aura's for your pets, especially for Ninja and Necro.
I wouldn't bother with Ice arrow to be perfectly honest. Take disruption arrow instead and slot this for recharge only. Between acid Arrows -15% resist the achilles heel proc (placed in Acid Arrow) -15% resist and disruption arrows -15% resist
your enemies will be melting.
Grab scorp, get your shield, Webnade (adds to slow and keeps multiple enemies from running) and Power Boost (For Oil Slick and Acid Arrow cause you'll want to slot oil for damage and proc it out.)
Yet another suggestion for travel powers. If you have Ninja Run take fitness's hurdle for vertical travel and take super speed as your only pool power travel.
Saves you two powers and an entire pool.
I've been looking over my Nin/TA MM and I can never seem to find a build in Mid's I'm happy with.
The goal is to make this MM survivable, capable of keeping a fight controlled using /TA, and able to hold his own long enough to resummon pets in-case they fall. Here's what I've got:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Fallen Ninja Lord: Level 50 Natural Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Genin
- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Damage/Endurance
- (3) Blood Mandate - Accuracy/Endurance
- (5) Blood Mandate - Accuracy/Damage/Endurance
- (5) Blood Mandate - Accuracy
- (7) Blood Mandate - Damage
Level 1: Entangling Arrow- (A) Empty
Level 2: Flash Arrow- (A) Empty
Level 4: Glue Arrow- (A) Pacing of the Turtle - Accuracy/Slow
- (7) Pacing of the Turtle - Accuracy/Endurance
- (9) Pacing of the Turtle - Range/Slow
- (9) Pacing of the Turtle - Endurance/Recharge/Slow
Level 6: Train Ninjas- (A) Endurance Reduction IO
- (11) Endurance Reduction IO
- (11) Endurance Reduction IO
Level 8: Combat Jumping- (A) Empty
Level 10: Ice Arrow- (A) Essence of Curare - Accuracy/Recharge
- (13) Essence of Curare - Endurance/Hold
- (13) Essence of Curare - Accuracy/Endurance
- (15) Essence of Curare - Hold/Range
- (15) Essence of Curare - Accuracy/Hold
- (17) Essence of Curare - Accuracy/Hold/Recharge
Level 12: Call Jounin- (A) Blood Mandate - Accuracy/Damage
- (17) Blood Mandate - Damage/Endurance
- (19) Blood Mandate - Accuracy/Endurance
- (19) Blood Mandate - Accuracy/Damage/Endurance
- (21) Blood Mandate - Accuracy
- (21) Blood Mandate - Damage
Level 14: Super Jump- (A) Springfoot - Jumping
- (39) Springfoot - Endurance
- (46) Springfoot - Endurance/Jumping
Level 16: Poison Gas Arrow- (A) Call of the Sandman - Accuracy/Recharge
- (23) Call of the Sandman - Endurance/Sleep
- (36) Call of the Sandman - Accuracy/Endurance
- (37) Call of the Sandman - Sleep/Range
- (39) Call of the Sandman - Accuracy/Sleep/Recharge
Level 18: Smoke Flash- (A) Endurance Reduction IO
- (23) Endurance Reduction IO
- (25) Endurance Reduction IO
Level 20: Acid Arrow- (A) Analyze Weakness - Defense Debuff
- (36) Analyze Weakness - Accuracy/Defense Debuff
- (36) Analyze Weakness - Accuracy/Recharge
- (37) Analyze Weakness - Defense Debuff/Endurance/Recharge
- (37) Analyze Weakness - Accuracy/Endurance/Recharge
Level 22: Aid Other- (A) Doctored Wounds - Heal/Endurance
- (25) Doctored Wounds - Heal/Recharge
- (27) Doctored Wounds - Heal/Endurance/Recharge
- (27) Doctored Wounds - Heal
- (29) Doctored Wounds - Recharge
Level 24: Aid Self- (A) Empty
Level 26: Oni- (A) Blood Mandate - Accuracy/Damage
- (29) Blood Mandate - Accuracy
- (31) Blood Mandate - Damage
- (31) Sovereign Right - Accuracy/Damage
- (33) Hold Duration IO
- (33) Hold Duration IO
Level 28: Disruption Arrow- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (34) Recharge Reduction IO
- (34) Endurance Reduction IO
- (34) Endurance Reduction IO
Level 30: Assault- (A) Endurance Reduction IO
- (31) Endurance Reduction IO
Level 32: Kuji In Zen- (A) Endurance Reduction IO
- (39) Endurance Reduction IO
- (40) Endurance Reduction IO
Level 35: Oil Slick Arrow- (A) Detonation - Accuracy/Damage
- (40) Detonation - Damage/Endurance
- (40) Detonation - Damage/Recharge
- (42) Detonation - Accuracy/Damage/Endurance
- (42) Detonation - Damage/Endurance/Range
Level 38: EMP Arrow- (A) Efficacy Adaptor - EndMod
- (42) Efficacy Adaptor - EndMod/Recharge
- (43) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (43) Efficacy Adaptor - Accuracy/Recharge
- (43) Efficacy Adaptor - EndMod/Accuracy
- (45) Efficacy Adaptor - EndMod/Endurance
Level 41: Dark Embrace- (A) Titanium Coating - Resistance/Endurance
- (50) Titanium Coating - Resistance
Level 44: Soul Tentacles- (A) Enfeebled Operation - Accuracy/Recharge
- (45) Enfeebled Operation - Endurance/Immobilize
- (45) Enfeebled Operation - Immobilize/Range
- (46) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (46) Enfeebled Operation - Accuracy/Immobilize
Level 47: Soul Storm- (A) Essence of Curare - Accuracy/Recharge
- (48) Essence of Curare - Endurance/Hold
- (48) Essence of Curare - Hold/Range
- (48) Essence of Curare - Accuracy/Hold
- (50) Essence of Curare - Accuracy/Hold/Recharge
Level 49: Tactics- (A) Endurance Reduction IO
- (50) Endurance Reduction IO
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: SupremacyAnything you guys see that could be improved I'd greatly appreciate be told about. Thanks in advance!