Line 29: | Line 29: | ||
|Warlord = true |
|Warlord = true |
||
|Stormlord = true |
|Stormlord = true |
||
+ | |Specialzation Points = 1.0 |
||
− | }} |
||
+ | |Base Class = Magician}} |
||
==Tactics== |
==Tactics== |
Revision as of 09:21, 13 August 2011
Mentalist | |
Attributes & Races
Available Races |
Intelligence Primary |
Dexterity Secondary |
Quickness Tertiary | Str | Con | Emp | Pie | Cha | Resistance 1 |
Resistance 2 |
Resistance 3 |
Resistance 4 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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
Abilities | Specializations 1.0x | Equipment | Advanced | Tradeskills |
---|---|---|---|---|
Magic |
Master Levels |
Alchemy |
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
Primary Realm Abilities | Secondary Realm Abilities | Useless Realm Abilities |
---|---|---|
Augmented Acuity |
||
Concentration |
Adrenaline Rush |
Useful Realm Abilities
- Augmented Acuity
- Augmented Dexterity
- Ethereal Bond
- Mastery of Magery
- Wild Power
- Serenity
- Mystic Crystal Lore
Neutral Realm Abilities
- Augmented Constitution
- Physical Defense
- Purge
- Raging Power
- Negative Maelstrom
- Static Tempest
- Concentration
- Mastery of Concentration
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
|