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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 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 Edit

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 Edit

409s.png Sprint
400s.png Quick Cast

Magic
Way of Light
Way of Mana
Mentalism

Armor
104s.png Cloth

Weapon
209s.png Staves

Master Levels
2608s.png Stormlord
2706s.png Warlord

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

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

TacticsEdit

PVEEdit

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).

RVREdit

Realm AbilitiesEdit

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

ras.png Augmented Acuity
ras.png Augmented Dexterity
ras.png Mastery of Magery
ras.png Wild Power

ras.png Augmented Constitution
ras.png Mastery of Focus
ras.png Mastery of Healing
ras.png Physical Defense
ras.png Toughness

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

3010s.png Purge
3031s.png Static Tempest

3006s.png Mastery of Concentration
3026s.png Negative Maelstrom

3001s.png Adrenaline Rush
3005s.png Concentration
3000s.png First Aid
3008s.png Mystic Crystal Lore
3009s.png Raging Power
3002s.png Second Wind
3036s.png Strike Prediction
3007s.png The Empty Mind

Realm Rank 5 Ability Edit

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 ArtifactsEdit

Weapon
Armor
Jewelry

Other Useful ItemsEdit

Weapons
Jewelry
Mythirian

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