Their training in Mentalism provides them with crowd controlling spell elements, which prove very useful when in the frontier. Their healing abilities make them wonderful backup healers. In addition to the offensive power granted to Mentalists by their pets (which they get by charming monsters), they also have damaging spells, some with helpful secondary affects.
Attributes & Races
|Celt||60 + 45||60 + 23||60 + 15||60||60||60||60||60||2% Crush||3% Slash||5% Spirit|
|Elf||70 + 45||75 + 23||75 + 15||40||40||60||60||60||2% Slash||3% Thrust||5% Spirit|
|Lurikeen||60 + 45||80 + 23||80 + 15||40||40||60||60||60||5% Crush||5% Energy|
|Shar||60 + 45||50 + 23||50 + 15||60||80||60||60||60||5% Crush||5% Energy|
Abilities & Specialization
The mentalist has three main functions in Player versus Enviroment scenarios. The first is damaging, either from the specialized spells they obtain through training while leveling or through the services of a charmed pet. When leveling solo, it is a good idea to abandon the pet (light spec line) in favour of the Mana or Way of the Moon spec line. This allows the mentalist to execute highly potent Damage over Time spells (DoTs), as well has cast Heal over Time (HoTs) and also enable high power regeneration through power regeneration spells.
The second function of Mentalists during PvE (in a group scenario) is to use the power regeneration spells on each member of the group. This allows the group to have power to cast spells during the encounter. Additionally, Mentalists may also confuse monsters when the pull is too large (Which may allow monsters to fight themselves instead of the players).
The final function of the Mentalist in player versus enemy is either the Healing or the Healing over Time of allies. This allows mentalists to be substitutes for when a group does not have a healing class. It also allows the mentalist to fight more monsters with less downtime (because of excelarated regeneration of both health and power).
|Primary Realm Abilities||Secondary Realm Abilities||Useless Realm Abilities|
Mastery of Concentration
Realm Rank 5 Ability
Instant spell that will make a player(s) or pet(s) unable to attack the Mentalist for 20 seconds (not affected by resists). Any offensive action taken by the Mentalist on the affected target will end this effect. This spell is castable at 1500 range, with a 150 radius.
Other Useful Items