From everything I'm reading, the default RvR spec for a Mentalist is 45 Light/28 Ment/10 Mana, which would make your roles as such: • Spec DD Nukes (preferably on targets with Heat Debuffs) as Afuldan said. • Demezz friendlies, also as Afuldan said. • With Mentalism as sub-spec, you also have the option of throwing out appreciable heals, but likely that would be secondary to your main goal of melting the faces off realm enemies. It's still a nice option to have, though. • Single-target Mezzing, but by the time you would consider using that, they likely already have immunity timers going. Perhaps the odd duck in an encounter that escapes the AoE Mez? • Looking good. You did make an Elf, right?
If you're looking to make an RvR character, go Lurikeen. Being small definitely has its advantages. • However, Elves have better resistances, but that's so small a difference to not reeeeeeeeeally matter. • A third option is making a Celt Mentalist. Someone clicking on you and seeing 'Celt' may opt to switch to another character for target priority. It's possible, but I wouldn't count on it. Plus, you get spiky hair, which is always in vogue.
If you're going a PvE route, either works, and is more about what race's backside you'd like to see at all times. • However, male Elves don't 'ride the invisible bicycle' like male Lurikeens do when they run, which may not matter to most people - but it bugs the hell out of me. • Female Lurikeens are just so adorable.
Conclusion: Make your Mentalist whatever race you want. It doesn't make that huge a difference.
Well I'm sticking with Luri Thanks for all the suggestions. Currently running with a light spec for the AOE DD.My 20 level was quite effective in thin as a pure light
Why would someone run 10 mana instead of 46 light?
Im my mind 46 light has way more value than getting a 30 pt HoT? You won't save anyone with that HoT, while the extra point in light saves you one full RR of composite light spec to get less resists on charm.
Essentially, a ment is - prime spec nuker - un'ccable demezzer
My Luri is up to 21 so far, and I've just gone full Ment for group utility/buffs. I may swap over at 50 though, unless people are screaming for Mana Ments left, right and centre .
I really don't see what you bring to a pve group as a mentalism spec.
You could argue that you bring heals, but if you want a healer you take any druid / bard / warden that will do the job just fine
Mana ment are prized not for their pom (bards can do it too), but for the HoT which doesn't generate any aggro, allowing for the pet to generate aggro without the healers generating any They also bring a respectable aoedot which can help on high level mobs
So mentalism gives you : somewhat useless heals, a totally useless confusion (only bring chaos in a meta that want to control aggro), useless mezzes (only useful to mezz in melees group, and a melee group without bard isn't going anywhere if they don't have pot, and the bard got better mezzes... so you'll need to find a melee group that got end potion and no bard so that your mezz actually becomes useful). A cure demezz... useless again in pve (will be usefull on high end bosses)
Honestly, I'd prefere a sun ment over a mentalism ment anytime, at least they bring respectable aoe dps
A bit older thread, but since I only play my mentalist here on hib and got to 6L1 yesterday, doing it all from solo, duo, small / 8m and bg / keeps take / defense.
1st) Make sure everyone knows how important a pet is for you and for the whole group. If they don't care about you having a pet, then you are in the wrong group and won't have a fun experience, period.
2) Keep said pet on passive until you get mezzd / rooted, nothing worse than your pet being 1.5-2k units away from you when you get CC, after you get immunity to at least 1 big CC, you can use your pet for rupts (but be careful and communicate with your bard / druids CC so your pet won't break important CC)
3) Always your first job is to demezz the bard, if bard is free and can demezz (always voice coms) you need to pay attention to your position, your MA position, and enemy position, so you are always in range to stun + nuke the MA target.
4) You have a strong AoE to clear pets, always communicate with your team, so they stay put (because pets bunch up which makes it easy to 1shot with 1 aoe instead of casting multiples), sure if you are nearsighted, stunned, rooted and can't break, they will go to eld or chanter (because bomb), but you can clear them from range so it's easier (IMHO).
5) Don't be shy to assist with single heals if needed, like when kitting / pulling back waiting on enemy to push etc, if you are not nuking, you can do this without problems and will be appreciated
6) Always communicate with your group when you drop ST, pref to combo it your warden TWF for maximum efficiency
7) Have fun, don't be afraid to play aggressive but know your limits (dictated by your support), call on disco when you get trained (and say your name, like Aicha stunned, big dmg inc on me), call which direction you are kitting if you need peels (with your shield, obv you will run towards them, but if they are on the other side of a TWF you won't run through it, so yeah makes sense no?).
That's it from me, have fun you all <3
PS: If everyone on enemy team is root / mezz Immune, feel free to throw an AoE on any 3+ bunched peeps, use QC if needed, it's a great rupt and breaks enemy momentum so that your group can get the initiative, pmuch use all your tools and communicate with grp at all time, cheers!
/Aicha R6L1 Elf Mentalist proud member of <Emerald Knights>