Mentalist
THE ASTRALIST
Everything within this guide should ultimately only be treated as suggestions, as there are many ways to play and I encourage you to experiment and find your own playstyle.
AVAILABLE ON: Eden, Blackthorn, Live
If Eldritches see beyond the stars and Enchanters see beyond the Veil to gain their powers, then Mentalists see beyond the mind’s base limitations and shape the neural pathways that would otherwise prevent mundane beings from achieving perfection. They do this both to heal and harm, for the mind is both the greatest tool and opponent of any warrior.
Mentalists are spellcasters with strong utility spells. They primarily deal damage through damage-over-time spells, both single target and area-of-effect, but do also have impressive direct damage spells. They are also capable of providing emergency healing and have access Nearsight, one of the strongest debilitating effects available.
PvE
Thanks to their ability to charm any type of enemy creature, Mentalists perform quite well when playing solo, being able to select the right tool for the job.
In groups, Mentalists are a powerful support class when specializing into the Mana Magic skill line, which gives them access to strong heal-over-time spells, power regeneration spells, as well as area-of-effect damage-over-time spells.
RvR
Mentalists perform above average when solo in RvR, due to their varied toolkit which includes not just charm spells but also strong crowd control and de-buffs.
In RvR groups, Mentalists are there for the damage, as opposed to their more supporting role in PvE. Typically Mentalists are primarily concerned with curing mesmerization effects on their allies early during engagements and then shifting to an entirely offensive role once the initial clash has been survived.
Racial differences
| Mentalist | Primary: Intelligence | Secondary: Dexterity | Tertiary: Quickness | Charisma | Empathy | Constitution | Piety | Strength | Racial Resistance 1 | Racial Resistance 2 | Racial Resistance 3 | Racial 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 | 60 | 60 | 40 | 60 | 40 | 2% Slash | 3% Thrust | 5% Spirit | |
| Lurikeen | 60 + 45 | 80 + 23 | 80 + 15 | 60 | 60 | 40 | 60 | 40 | 5% Crush | 5% Energy | ||
| Shar | 60 + 45 | 50 + 23 | 50 + 15 | 60 | 60 | 80 | 60 | 60 | 5% Crush | 5% Energy |
Character planners
Eden: https://eden-daoc.net/charplan?c=Mentalist
Blackthorn: https://blackthorn-daoc.com/class/Mentalist
Live: https://daoc.gg/charplanner/overview#c=MENTALIST
Stat allocation
15 Dexterity / 10 Intelligence
Class skills
45 Light Magic, 23 Mentalism, 18 Mana Magic (“Light Ment” with damage focus)
45 Light Magic, 29 Mentalism, 6 Mana Magic (“Light Ment” variant with stronger heals)
47 Mentalism, 26 Mana Magic, 5 Light Magic (Damage with stronger support focus)
Realm skills
Long Wind 1
Purge
Wild Power
Mastery of Concentration
Passives to fill stat gaps (Augmented Str, Dex, Con, Mastery of Parrying etc.)
Champion skills
Lesser Group Revigoration
Lesser Group Regrowth
Shield of the Soul
Shield of the Elements
Shield of War
Backfire OR Recoil
Kickback OR Counter Assault
Graceful Fall
Hardened Soul
Tenacity
