Mentalist | ||
Information | ||
Type: | Caster | |
Profession: | Path of Harmony | |
Races: | Celt Elf Lurikeen Shar | |
Class Stats | ||
Primary: | Intelligence | |
Secondary: | Dexterity | |
Tertiary: | Quickness |
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 sticky situations on the frontier. Their minor healing abilities make them wonderful backup healers, again, in tight situations. In addition to the offensive power granted to Mentalists by their pets (which they get by charming monsters), they also have damaging spells.
Abilities
Armor: Cloth
Weaponry: Staves
Miscellaneous: Sprint, Quickcast
Specialization
- Way of the Sun
- Illusions
- Way of the Moon
- Holism
- Mentalism
- Mind Mastery
Tactics
PVE
RVR
Realm Abilities
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
Useless Realm Abilities
- Augmented Quickness
- Second Wind
- Strike Prediction
- Augmented Strength
- Lifter
- Long Wind
- Mastery of Pain
- Veil Recovery
- Adrenalin Rush
- First Aid
- Mastery of Concentration
- Second Wind
- The Empty Mind
Realm Rank 5 Ability:
Name | Selective Blindness |
Reuse | 5 minutes |
Effect |
2 second uninterruptible 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 will end this effect. This spell is castable at 1500 range, with a 150 radius. |
Master Level Paths
Useful Artifacts
Weapon
Armor
Jewelry
Other Useful Items
Weapons
Jewelry
Mythirian
|