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Mentalists are a flexible class. They've been described as the Swiss army knives
of casters, and that's very true. About the only thing a mentalist can't do with
some spec or another is effectively crowd control, and resurrect.
Now, here's the breakup of the various spell lines:
Way of the Sun:
Baseline damage
Baseline stun
Illusions - Way of the Sun (Light) spec:
Single target direct damage
Charm song
Area effect direct damage
Way of the Moon:
Self armor factor buff
Damage shield
Self bladeturn
Self damage absorb buff
Holism - Way of the Moon (Mana) spec:
Heath regeneration
Single target damage over time
Power regeneration buff
Area effect damage over time
Mentalism:
Single target heal
Single target damage over time
Mind Mastery - Mentalism spec:
Single target major heal
Confuse
Single target mesmerize
Cure mesmerize
Now, looking at these we see that no matter what a mentalist
will have baseline healing, damage, and damage over time. And while you
certainly can't spec every line effectively, there is nothing wrong with having
these baseline spells on your hotbars and use them to fill in any gaps. The
heals especially - you've got them, so use them.
The spec that most people seem to go with is bringing one
skill up to 50, or, at least close enough to get the last real useful spell in
the line. I've never really liked this spec, to me it seemed boring, having only
one line of spells to work with. Well, with an Eldritch, for example, you may
really be best fully speccing in void till you hit 40.5. I have two mentalists
currently, one that I'm working on that's going to be mentalism and mana spec,
and the other that's light and mana. Now I've played my light/mana mentalist,
and with fairly even specs, I am still able to charm a blue or yellow pet easily
and solo yellows, and oranges too, if I press myself. You could as easily do
light and mentalism spec, as well.
If you're going to do a split spec like this, though, I'd
recommend having a spellcrafter around, or take up the craft yourself, even if
just to low levels. Most spells vary in their effectiveness unless you are fully
specced in that line. For example, the charm spells in the illusions line will
charm creatures 70%-110% of your level (At last check) depending on your spec
percent in that line. This is true for the damage spells and damage over time,
heals, baseline and spec spells. So, for example, getting items with bonuses to
light will raise the level of creatures you could charm.
Okay, now here's the two spec's I have planned for my
mentalists:
Light / Mana
40 Light, 36 Moon, 4 Mentalism
This spec actually looks like it might be good for many casters in general..
with bonuses you can bring your two lines to 100% spec, and even though you
don't get the last spell or two, you have a much greater variety. Charm, Health
regeneration, power regeneration. I plan to fire off area damage over time
spells and then hammer down with area damage with this mentalist.. >:)
Mana / Mentalism
4 Light 46 Moon 28 Mentalism
With this spec, you become a fairly decent backup healer, about equivalent to a
warden with the same a spec, minus the warden's group heals. On top of this, you
get the holism's line of heath regeneration spells, which are VERY nice to put
on tanks who are taking damage, or to heal someone who's poisoned, or if you
just don't have much power at the moment. You also get power regeneration, and
the best area damage over time spell. You also get the mentalist's cure
mesmerize, which is at 28 in mentalism. And with 4 in light, you get the first
charm. Now, here's a trick with the mentalist charm. there is no level limit on
the spells. The only limits are the type of creatures you can charm, and the
percent of your level the creature can be. With the level 4 spell, you can only
charm humanoids, and they will probably only be green, maybe blue, if you boost
this line as much as you can. But, you'll still have a pet to harass enemy
healers and spellcasters, or to protect yourself.
Those just being examples, I am sure there are a few other
good ones around, feel free to mess around with the spec lines. As I said,
mentalists are a class that has a wide variety of tools, and if find your spec
just doesn't work, then you can always respec at 20 and 40. After that, you'll
need to get a respec stone, which as I understand can be very difficult. But in
any case, it's a game, so why not have fun and try something new, eh?
Classes of Camelot has a great tool called the Classes of
Camelot Companion that you can download and use to help figure out where you'd
like to put your points, too.
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