Classes: Mentalist
Buff (Power Regeneration) - Target's rate of power regeneration is increased, reducing downtime between battles.
Name Level Target Power Effect Duration Cast Time Damage Type Range
Empowering Unity 4Realm 3 2 pow/tick 10 min 3 sec Energy 1500
Empowering Harmony 14Realm 9 4 pow/tick 10 min 3 sec Energy 1500
Empowering Tranquility 24Realm 15 6 pow/tick 10 min 3 sec Energy 1500
Empowering Concordance 34Realm 21 8 pow/tick 10 min 3 sec Energy 1500
Invest Concordance 37Group 57 8 pow/tick 10 min 4ss 1500
Empowering Perfection 44Realm 28 10 pow/tick 10 min 3 sec Energy 1500
Invest Perfection 45Group 77 10 pow/tick 10 min 4ss 1500
Damage over Time (AOE) - Inflicts damage to the target repeatedly over a given time period. This is an "Area of Effect" (AOE) spell which can affect multiple targets in the spell's radius.
Name Level Target Power Duration Cast Time Damage Damage Type Range Radius
Shroud of Madness 17Enemy 16 12 sec 3 sec 31.00 Energy 1500 350
Fog of Delirium 23Enemy 22 12 sec 3 sec 41.00 Energy 1500 350
Hallucinatory Winds 29Enemy 28 12 sec 3 sec 53.00 Energy 1500 350
Torrent of Dementia 36Enemy 36 12 sec 3 sec 65.00 Energy 1500 350
Storm of Insanity 46Enemy 47 12 sec 3 sec 83.00 Energy 1500 350
Damage over Time - Inflicts damage to the target repeatedly over a given time period.
Name Level Target Power Duration Cast Time Damage Damage Type Range
Minor Mind Fade 1Enemy 2 12 sec 3 sec 2.00 Energy 1500
Lesser Mind Fade 5Enemy 4 12 sec 3 sec 9.00 Energy 1500
Mind Fade 8Enemy 5 12 sec 3 sec 15.00 Energy 1500
Lesser Mind Dissolution 11Enemy 7 12 sec 3 sec 19.00 Energy 1500
Mind Dissolution 15Enemy 9 12 sec 3 sec 27.00 Energy 1500
Greater Mind Dissolution 20Enemy 12 12 sec 3 sec 35.00 Energy 1500
Lesser Mind Melt 25Enemy 15 12 sec 3 sec 45.00 Energy 1500
Mind Melt 30Enemy 19 12 sec 3 sec 53.00 Energy 1500
Greater Mind Melt 35Enemy 22 12 sec 3 sec 63.00 Energy 1500
Mind Annihilation 41Enemy 26 12 sec 3 sec 73.00 Energy 1500
Complete Mind Annihilation 48Enemy 31 12 sec 3 sec 87.00 Energy 1500
Heal over Time - Target is healed during the spell's duration.
Name Level Target Power Effect Duration Cast Time Damage Type Range
Curative Trance 10Realm 18 30 10 sec 3 sec Energy 2000
Restorative Trance 21Realm 34 59 10 sec 3 sec Energy 2000
Healing Trance 32Realm 47 89 10 sec 3 sec Energy 2000
Sanative Trance 43Realm 58 118 10 sec 3 sec Energy 2000
Post Comment
light spec
# May 14 2003 at 3:30 AM Rating: Default
I am light full light spec and i think it is much better than mana because u get aoe nuke and i can solo lvl 50 mobs and im 45 which is realy goot xp then theres rvr and when enamy mobs are mezzed i can pic out people and there dead in 2 nuks then there tanks have not caster saport or heals and i get heal dot and mr 3.

Asmadayus lvl 45 ment
Info here is outdated
# Apr 23 2002 at 5:20 PM Rating: Default
The info on this site is very old an outdated. For more info about the Mentalist class than you can possibly handle, go to www.mypetmage.com. Info there about Eldritch and Enchanter classes as well.
Not interrupted
# Mar 02 2002 at 11:28 AM Rating: Default
Only the first damage tick taken from the dot will successfully interrupt a Healer from healing or a caster from casting. You might as well nuke.
RE: Not interrupted
# Apr 12 2002 at 12:54 AM Rating: Default
Are you SURE that only the first tick will interrupt? I could swear I've been DOTed by mobs and been continually interrupted for a while. Please confirm this either way.
RE: Not interrupted
# Apr 26 2002 at 1:15 AM Rating: Default
It has been my experience that a DOT will inturupt casting and fireing for it's entire duration and it deffinently stops stealth just my RVR experience

34th mentalist tristan
DOT spell duration
# Feb 15 2002 at 4:26 PM Rating: Default
Does the effect of the DOT spells last forever(till the mob is dead)?
RE: DOT spell duration
# Mar 04 2002 at 11:07 AM Rating: Default
no, they only last for about 30 seeconds.
Mana rejuvination
# Jan 14 2002 at 12:29 AM Rating: Default
Do mentalists get a spell to regain mana faster? If so, what's it called and what catagory is it under...thx
RE: Mana rejuvination
# Jan 14 2002 at 1:18 PM Rating: Default
Yes, it is called Empowering Unity and it is under the Holism spells.
Healing Trance
# Dec 28 2001 at 6:49 PM Rating: Default
The best thing they could do to help this class with grouping and utility etc is to reduce the combat tick time to 6 or 7 secs vs 14. It can then be a damage mitigation spell, and make a Mentalist someone a tank will do a search on first.

30 sec duration, the damage healed vs dealt out in 6 seconds for mobs at various levels means this spell would then mitigate roughly 1/2 the damage. So the spell would then essentially reduce the mobs damage by 1/2 over the spell duration, which is about a usually fight length.

This would get invites and serve for great tactics in fights, even RvR.
The Symbule
# Dec 25 2001 at 12:23 AM Rating: Default
In my opinion the mentalist is an extremely usefull and divers class. I myself am a full mana speced ment and am capable of dishing out large amounts of damage. Also having the ability to make all enemy casters useless in a mater of seconds is great for rvr. Sure you might not kill anyone but taking out thier healers then switching to heal youself can sway battles. I can also say that I have yet to see any other class sucessfully solo purple cons at high lvls.
# Dec 20 2001 at 9:40 PM Rating: Default
The AE is quite potent, you get it 1 level before you get the normal holism dot, and it does the same damage, ie the AE dot at holism 29 does the same damage as the holism dot does at 30.

It has range 1500, which is nice... you can dish out ridicoulus amounts of damage in RvR, except you dont really kill anyone with it... but its quite annoying for casters because they get interrupted, and it has a big radius.
New spells
# Dec 10 2001 at 11:54 PM Rating: Default
the power regen spells are really useful, with the second one being at least as powerful as the bard's mana song. (this may not be true, but the second one isn't replaced by the mana song, which leads me to think it is) the AE DOT's are also useful but only so in RvR. Using them against mobs is a quick way to die, but in RvR they are a powerful spell that aids in getting realm points. while it is unlikely that you will kill anyone with your DOT's it will help everyone else kill, and impede casters and archers. It is especially useful because you will get a constant flow of realm points in a large battle. everything you damage gives you Realm points when it dies, in one battle all i did was use this spell and i recived 125 RP's in small ammounts. the first one does 35dmg and is recived at spec level 17, the second does 41 dmg and comes at 23. the range on these AE DOT's is slightly larger than the standard DOT's and you can still stack the Mentalism DOT on top of it. all in all a good investment for RvR. the power regen spells come at lvl 4 and 22 i think but it may be 21. hope that helps :)

level 26 mentalist
gawaine server
Mentalist site
# Dec 10 2001 at 3:24 PM Rating: Default
you can go to www.mypetmage.com for a site dedicated to mentalist.
new holism line
# Dec 05 2001 at 9:17 PM Rating: Default
alright, does anybody know if the new holism spells are good enough to actually continue with a mentalist, somebody's gotta know if their ae dot and power regan spells are worth it.
RE: new holism line
# Dec 07 2001 at 2:36 PM Rating: Default
I am A mana mentalist and The new power regen spell is very usefull.... I however suck with AEs so I usually kill my self using the AE DOT :P So yes I think it is worth being a mentalist!
AoE DOT's and pwr Regen
# Nov 30 2001 at 1:42 PM Rating: Default
As far as I know, the power regen and AoE DOT spells are only available on the test server. Until Mythic is satisfied witht their balance and functionality, they will not be implemented on the rest of the servers.
new spells
# Nov 30 2001 at 12:14 AM Rating: Default
has anyone got the new spells in the mentalists holism line? the power regen and AoE DoT? any info would be useful
# Nov 07 2001 at 4:55 PM Rating: Good
A cycle is every 3 seconds while sitting, every 6 seconds while standing and every 14 seconds while in combat. Spell lasts 30 seconds.
How long is a Cycle?(nt)
# Nov 06 2001 at 11:44 AM Rating: Default
no text
Whats a Cycle?
# Nov 06 2001 at 11:43 AM Rating: Default
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