Dark Age of Camelot Wiki
Advertisement
Mentalists are pure casters with the ability to heal their realm-mates and control the minds of their enemies. Much like the other casters of Hibernia, the Mentalist researches and studies the ways of nature's magic through the Sun, the Moon, and Mentalism.


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 60606060602% Crush3% Slash5% Spirit
Elf 70 + 45 75 + 23 75 + 15 40406060602% Slash3% Thrust5% Spirit
Lurikeen 60 + 45 80 + 23 80 + 15 40406060605% Crush5% Energy
Shar 60 + 45 50 + 23 50 + 15 60806060605% Crush5% Energy

Abilities & Specialization[]

Sprint
Quick Cast

Magic
Way of Light
Way of Mana
Mentalism

Armor
Cloth

Weapon
Staves

Master Levels
Stormlord
Warlord

Sub Classes
Forester
Guardian
Naturalist
Stalker

Alchemy
Armorcraft
Basic Crafting
Fletching
Spellcrafting
Tailoring
Weaponcraft
Siegecraft

Tactics[]

PVE[]

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).

RVR[]

Realm Abilities[]

Primary Realm Abilities Secondary Realm Abilities Useless Realm Abilities

Augmented Acuity
Augmented Dexterity
Mastery of Magery
Wild Power

Augmented Constitution
Mastery of Focus
Mastery of Healing
Physical Defense
Toughness

Augmented Quickness
Augmented Strength
Ethereal Bond
Lifter
Long Wind
Mastery of Pain
Serenity
Veil Recovery
Wild Healing
Wild Minion

Purge
Static Tempest

Mastery of Concentration
Negative Maelstrom

Adrenaline Rush
Concentration
First Aid
Mystic Crystal Lore
Raging Power
Second Wind
Strike Prediction
The Empty Mind

Realm Rank 5 Ability[]

Name Selective Blindness
Reuse 5 minutes
Effect

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.

Useful Artifacts[]

Weapon
Armor
Jewelry

Other Useful Items[]

Weapons
Jewelry
Mythirian

Advertisement