Dark Age of Camelot Wiki
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|Warlord = true
 
|Warlord = true
 
|Stormlord = true
 
|Stormlord = true
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|Specialzation Points = 1.0
}}
 
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|Base Class = Magician}}
   
 
==Tactics==
 
==Tactics==

Revision as of 09:21, 13 August 2011

Mentalist
Mentalist class icon
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 minor 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

409s Sprint
400s Quick Cast

Magic
Way of the Sun
Way of the Moon
Mentalism

Armor
104s Cloth

Weapon
209s Staves

Master Levels
2608s Stormlord
2706s Warlord

Sub Classes
0s Forester
0s Guardian
0s Naturalist
0s Stalker

496s Alchemy
498s Armorcraft
485s Basic Crafting
489s Fletching
488s Spellcrafting
492s Tailoring
499s Weaponcraft
497s Siegecraft

Tactics

PVE

The mentalist has three main functions in Player versus Enemy scenarios. The first is damaging, either from the specialized casts they obtain through training or by 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 perform more actions 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 quicker (Regeneration of both health and power).


RVR

Realm Abilities

Symbol vote yes2 Primary Realm Abilities Symbol vote yes2 Neutral Secondary Realm Abilities Neutral Symbol vote no2 Useless Realm Abilities Symbol vote no2

Ras Augmented Acuity
Ras Augmented Constitution
Ras Augmented Dexterity
Ras Augmented Quickness
Ras Augmented Strength
Ras Long Wind
Ras Mastery of Focus
Ras Mastery of Healing
Ras Mastery of Magery
Ras Mastery of Pain
Ras Physical Defense
Ras Toughness
Ras Wild Healing
Ras Wild Minion
Ras Wild Power

Ras Ethereal Bond
Ras Lifter
Ras Serenity
Ras Veil Recovery

3010s Purge
3031s Static Tempest

3005s Concentration
3000s First Aid
3006s Mastery of Concentration
3026s Negative Maelstrom
3036s Strike Prediction
3007s The Empty Mind

3001s Adrenaline Rush
3008s Mystic Crystal Lore
3009s Raging Power
3002s Second Wind

Symbol vote yes2 Useful Realm Abilities

  • Augmented Acuity
  • Augmented Dexterity
  • Ethereal Bond
  • Mastery of Magery
  • Wild Power
  • Serenity
  • Mystic Crystal Lore

Neutral Neutral Realm Abilities

  • Augmented Constitution
  • Physical Defense
  • Purge
  • Raging Power
  • Negative Maelstrom
  • Static Tempest
  • Concentration
  • Mastery of Concentration

Symbol vote no2 Useless Realm Abilities

  • Augmented Quickness
  • Second Wind
  • Strike Prediction
  • Augmented Strength
  • Lifter
  • Mastery of Pain
  • Veil Recovery
  • Adrenalin Rush
  • First Aid
  • Second Wind
  • The Empty Mind
  • Long Wind

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