This guide is just that, a guide. This is, by no means, the final authority on what is good and what is not and I am ALWAYS open for suggestions on how to improve this guide. Everyone has their own play styles and methods, this is just something I threw together for players to use as a reference tool to get help if they need it. If you have a different loadout or anything that is different and isn’t in the guide then post it, it could help someone else. INDEX Power Trees (post 1 and 2) Mental Power Interactions (post 3) Damage/Dps Role(post 4) Mentals Advanced Mechanic (post 4) Mentals "Shortcuts" (post 4) Dps loadouts (post 4) How Greenman does DPS (post 4) Controller Role (post 5) Important Powers (post 5) Debuffs (post 5) Advice (post 6) Controller Loadouts (post 6) POT Optimization (post 6) Skill Points by Role (post 7) Modding by Role (post 7) PVP (post 8) Frequently Asked Questions - Mental (post 9) Videos (post 10) Power Trees Telekinesis - Specializing in Telekinesis grants +1% critical attack chance, and +35 Power: Telekinesis: Power Interactions: Dazes enemies, making them vulnerable to dazing effects Control Role: Restores Power to group members over time Damage Role: Increases all damage by 35% until the hit counter resets Power cost: 200 Psychic Resonance: Damage Role : Increases all damage by 35% until the hit counter resets. *Activates "Resonance" which will apply a small heal over time and restore power when certain moves are used in succession as well as increase the damage of certain abilities. May be amplified up to three times.* Power cost: 250 Telekinetic Push: Power Interactions: Dazed, levitated, knocked back, knocked down, juggled, rooted or stunned enemies take additional damage. Damage Role: Increases all damage by 35% until the hit counter resets *Amplifies resonance, causes additional damage while resonance is active and restores power while resonance is active* Power cost: 250 Psychic Empowerment: Restores Power to the three most fatigued group members. Applies +77 Might and +62 Precision for 6 seconds. Damage Role: Increases all damage by 35% until the hit counter resets Power cost: 300 Bolt Barrage: Devastates nearby enemies with a rapid-fire series of telekinetic bolts. Power cost: 50% Supercharge Telekinetic Bolt: Power Interactions : Dazed, levitated, knocked back, knocked down, juggled, rooted or stunned enemies take additional damage. Damage Role: Increases all damage by 50% until the hit counter resets *Amplifies Resonance, causes additional damage when Resonance is active and restores power while resonance is active* Power cost: 250 Bastion - Protects yourself and seven other teammates from damage and causes enemy attacks to grant you power and deal damage back to your attackers with ethereal telekinetic bubbles. Damage Prevention = 100% Dominance + 100% Restoration Power cost: 50% SC Cryokinesis - Power Interactions: Inflicts Frostbite to make enemies vulnerable to freezing effects; may encase Frostbitten enemies. Dazed enemies take additional damage and may get knocked down. Control Role : Reduces the target's damage output and removes Damage role buffs Damage Role : Increases all damage by 50% until the hit counter resets Power cost: 370 Thought Bubble - Power Interactions : Crushes enemies, making them vulnerable to crushing effects Control Role: Reduces enemy defenses by 7%. Encases two enemies Damage Role: Increases all damage by 45% until the hit counter resets Power cost: 300 Pyrokinesis - Power Interactions: Inflicts Burning to cause damage over time. Dazed, levitated, knocked back, knocked down, juggled, rooted, stunned or Terrorized enemies take additional damage. Enemies in Ice, Nature, Mental, Light, Earth or Gadgets encasements will explode and damage other enemies. Applies 3 ticks of damage over time when enemies Terrified or Dazed. Control Role : Reduces the target's ability to Heal and stops Power over Time effects Damage Role: Increases all damage by 50% until the hit counter resets Power cost: 370 Mass Levitation - Power Interactions : Dazes enemies, making them vulnerable to dazing effects Damage Role: Increases all damage by 60% until the hit counter resets *Causes scaled damage to enemies based upon how much Resonance has been amplified. Will restore power when resonance is active. Also gains blockbreaking capabilities when Resonance is active* Power cost: 350 Telekinetic Shield - Surrounds you with telekinetic force, preventing damage. Damage Prevention = 100% Dominance + 100% Restoration Damage Role: Increases all damage by 50% until the hit counter resets Power cost: 350
Illusions - Specializing in Illusion grants +5% critical attack damage, and +1 Stealth Terror Tendrils - Power Interactions: Inflicts Terror to make enemies vulnerable to Terrorized Power Interactions. Control Role: Restores Power to group members over time. Damage Role: Increases all damage by 35% until the hit counter resets Power cost: 200 Menace - Power Interactions : Terrified enemies take additional damage. Damage Role : Increases all damage by 35% until the hit counter resets Power cost: 250 Invisibility - Ambush Sleep : Renders an enemy unconscious. Breaks Stealth. Ambush Pain Blast : Catches your target off-guard with a high-damage attack. Breaks Stealth. Buffs: 5% Dodge (2s), 5% Evasion (2s), 60% Critical Hit Chance (0.5s), 60% Weapon Attack Critical Hit Chance (0.5s) * Grants Max Resonance while Psychic Resonance is active* (Note: While in Invisibility, you are granted a separate loadout) Grandeur - Fills nearby enemies with awe compelling them to attack other targets, frees you from control effects and prevents damage for a short time. Damage Prevention = 100% Dominance + 100% Restoration Damage Role: Increases all damage by 35% until the hit counter resets * Grants Max Resonance while Psychic Resonance is active* Power cost: 250 Mass Hysteria - Bestows a spectral form with increased offensive capabilities and powers of illusion. Increases power regeneration and summons 5 illusionary specters Power Interactions: Inflicts Terror to stun and render enemies vulnerable to illusions. Power cost: 100% Supercharge Horrific Visage - Control Role: Reduces the target's ability to Heal and stops Power over Time effects. Enemies that get near the target can be disguised as a monster as well. Damage Role: Increases all damage by 40% until the hit counter resets Power cost: 285 Convalesce - Blocks damage, rapidly regenerates Health, and protects against control effects for a short time. Power cost: 35% SC Phantom Flames - Power Interactions: Inflicts Burning to cause damage over time. Terrified enemies take additional damage. Control Role: Reduces enemy defenses by 7% Damage Role: Increases all damage by 45% until the hit counter resets *Amplifies resonance, causes additional damage while resonance is active and restores power while resonance is active* Power cost: 250 Psychic Shock - Power Interactions: Electrifies enemies, making them vulnerable to Electrified Power Interactions. Terrified enemies take additional damage. Damage Role: Increases all damage by 45% until the hit counter resets *Amplifies resonance, causes additional damage while resonance is active and restores power while resonance is active* Power cost: 250 Terrorize - Power Interactions : Inflicts Terror to make enemies vulnerable to illusions and causes extra damage to enemies below 35% Control Role : Reduces the target's damage output and removes Damage role buffs Damage Role : Increases all damage by 50% until the hit counter resets Power cost: 350 Mass Terror - Power Interactions: Inflicts Terror to make enemies more vulnerable to illusions. Damage Role: Increases all damage by 50% until the hit counter resets *Causes scaled damage based upon how much Resonance has been amplified. Restores portion of power while resonance is active. Causes more damage in melee range. Gains Blockbreaking capabilities with Resonance active* Power cost: 350 Reflect Pain - Transfers 100% of incoming damage to target for 5 seconds capped at 15% of maximum Health. Damage Role : Increases all damage by 50% until the hit counter resets Power cost: 350 Notable Iconic Powers Controller: Wisdom of Solomon – Boosts your power pool and Power restoration effects. Permanently Gain: +50 Vitalization +100 Power Intimidating Gaze – Increase potency of certain defensive abilities. Higher dominance allows control effects to affect higher level enemies. Permanently Gain: +25 Dominance Damage: Tactical Genius - Boosts infliction of critical attack damage. Permanently Gain: +10% Critical Attack Damage Weapons Expert - Betters your odds on critical attacks to cause more damage. Permanently Gain: +3% Critical Attack Chance NOTE - All powers marked with * work with Mentals Advanced Mechanic
Mentals Power Interactions Ψ Controll Specific Ω Damage Centric Terror : Applied by Terror Tendrils (Multi) , Mass Terror ( 8 ) , Terrorize (single) , Mass Hysteria (Muiti) Interacts with Menace, Phantom Flames and Psychic Shock for additional damage Mass Terror, Terrorize and Menace all apply Panic Dazed : Applied By Telekinesis (single) , Mass Levitation ( 8 ) Interacts with Tk Push, Pyrokinesis, TK Bolt for additional damage % Interacts with Cryokinesis for an additional tick of damage and to Knock down on opponents Helplessness : Pryokinesis, TK Push, and TK bolt grants additional damage % to any opponent who are : Stunned, Levitated, Rooted, Knocked Down, Knocked Back or Juggled The following states are applied by : Stunned - Mass Terror, Pyrokinesis, Terrorize and Terror Tendrils Levitated - Telekinesis, Mass Levitation Rooted - Cryokinesis Knocked Down - Cryokinesis & Dazed PI ,TK Push, Block Broken oppenents Knocked Back - TK Push, Tk Bolt and Weapon Combos Juggled - Weapon combos Encasement Breaker : Pyrokinesis grants additional damage and effects to encased targets - spreading additional damage to nearby targets. Encasement Types Stasis Field : Gadgets Ice Blocks : Mental , Gadgets , Ice Harvest/Seedspods: Nature Entrap : Light Thought Bubble : Mental
Mentals Advanced Mechanic (AM) What is Mentals Advanced Mechanic? Advanced Interactions – Allows the user to activate a powerful burst of damage to enemies by stacking “resonance” and keep themselves sustained on power. How does it work? Mentals AM is based upon Psychic Resonance. While Resonance is active, it applies a heal over time and certain abilities can be used in succession to inflict massive damage to enemies. Once activated there is a small window of time to use powers, the powers that amplify resonance are Psychic Shock, Phantom Flames, TK Bolt and TK Push. Resonance can be amplified up to 3 times, meaning that 3 of the 4 powers listed above must be used in sequence prior to using the Resonance “finisher”. The Resonance finisher is used at the end of your sequence to cause a large amount of damage to your enemies. Mass Terror and Mass Levitation are finishers for the rotation. Once the finisher goes off, you can restart the sequence with any one of the Resonance amplifiers (Shock, Bolt, Flames) without activating resonance again. How do I know when Resonance is active? A visual indicator is given that appears to look like a burst of swirling mental energy around the players head. When moves that amplify or interact with resonance are used, an audio indicator can be heard as well. I casted the powers back to back, why didn’t I get a big hit from my Finisher? In order to receive the large hit of damage from your finisher, you need to cast powers within an extremely small window of each other. Using a weapon attack, getting knocked back by an enemy or simply waiting too long between casts of your amplifiers will cause the finisher not to hit hard. Power will still be returned and resonance may still be active, but the cycle will need to be restarted. Additionally, you may be out of range for your finisher to hit. What’s the difference between Mass Levitation and Mass Terror as a Finisher? Mass Levitation is intended to be used at mid range-long range. Mass Terror is intended to be used as risk/reward finisher, as it is a melee-mid range finisher that hits harder than Levitation. Mass Terror will hit its hardest within 7m of the target. How long does it last? Resonance stays active for 6 seconds alone, however if resonance amplifiers and the finisher are used in succession successful, then you can restart the cycle again without having to cast resonance just by casting another resonance amplifier. For example, I hit Resonance to begin my rotation and then follow with Phantom Flames, Psychic Shock, TK Bolt and use Mass Terror as my finisher, I can keep resonance active just by casting Flames again and continuing the cycle. Visual and audio indicators will stop working once the effect has worn off "How-To" Video Advanced Mechanic "Shortcuts" What is a shortcut? A shortcut allows us to bypass the 3 resonance amplifiers for a fully amplified Mass Terror/Levitation hit. Where otherwise you would have to hit resonance as well as 3 amplifying powers (one of Flames, Shock, Bolt or Push) you can bypass that with either Grandeur or Invisibility and get full AM damage after its use. How is it used? It is used to shorten the time needed to pull of a fully amplified Mass Terror/Levitation hit. Hit Grandeur or Invisibility and then hit your finisher (Terror or Levitation) for fully amplified damage without casting your 3 amplifying moves. Grandeur Demo: Invisibility Demo: Sample Loadouts - Damage Psychic Resonance - Psychic Shock - Phantom Flames - TK Bolt - Mass Levitation - Grandeur Psychic Resonance - Psychic Shock - Phantom Flames - TK Bolt - Mass Terror - Grandeur Psychic Resonance - Psychic Shock - Phantom Flames - TK Bolt - Mass Terror - Invisibility Psychic Resonance - Psychic Shock - Phantom Flames - TK Bolt - Mass Levitation - Invisibility Psychic Resonance - Psychic Shock - Phantom Flames - TK Bolt - Mass Levitation - Pyrokinesis Psychic Resonance - Psychic Shock - Phantom Flames - TK Bolt - Mass Levitation - Pyrokinesis How Greenman does DPS Using the Advanced Mechanic Psychic Resonance - Phantom Flames - Psychic Shock - TK Bolt - Mass Terror - Grandeur Mass Terror clipped with Grandeur > Mass Terror clipped with Resonance> Phantom Flames > Psychic Shock > TK Bolt > Mass Terror > Flames > Shock > Bolt > Mass Terror > Flames > Shock > Bolt > Mass Terror...Etc. clipping Mass Terror with Grandeur and following back up with Terror whenever it comes off of cooldown * / = "Clipped with"
Controller - The Control role is to disable enemies and recharge power pools Primary Controller role stats : Vitalization - increases power healing effects. 10 Vitalization = 1% power generation . Every 14 Vitalization increases Power over Time by 1 Blue #s Dominance - Dominance increases the number of health lost by a target before a Control effect ends. At high levels. Dominance must be higher then enemy will power to be effective . 2 Dominance = 1 additional damage before control breaks . Increase shielding damage Cunning - Cunning increases the chance that critical power is returned to the group. Each skill point invested in Cunning increases Critical Power chance by 1%. Important Controller Powers Power Over Time (PoT) Telekinesis or Terror Tendrils - Both Restore Power to group members over time and lasts 25 seconds (6 ticks, 1 tick per every 5 seconds) Instant Group Power Psychic Empowerment- Restores Power to the three most fatigued members; Increases your Might and Precision for a short time In Pvp - Removes Healer debuffs from Tanks Can be used to clip Supercharges (Choose only 1) All scale with vitalization Bastion - protects group members with telekinetic shields while restoring power to group members over time Speed Drain (Movement:speed) -( Instant ) 6 ticks of power restored to group members over time Vacuum Bubble/Gale (Movement: Flight/Skimming) - (Instant) 6 ticks of power restored to group members over time Backflip - (Movement: Acrobat) - (Instant) 6 ticks of power restored to group members over time Word of Power (Iconic) - (cast) 5 ticks of power restored to group members over time Debuffs As a controller, we have the special ability to apply debuffs to opponents. By applying a debuff to an opponent we are negatively impacting their statistics. Controllers have 3 types of Debuffs: Damage, Healing and Defense. Damage Debuffs reduce the target enemies damage output and is shown by a red crosshairs underneath the enemies heath bar. Healing Debuffs reduce the target enemies healing output and are signified by a red heart underneath the enemies health bar. Defense debuffs reduce the target enemies defense by 7%, this is the most important Debuff we have as controllers and is shown by a red shield underneath the enemies heath bar. The Defense debuff should be in your loadout at all times and takes priority over the other 2. It is important to know that all debuffs last 10 seconds before they need to be reapplied. Defense Debuffs: Reduces enemy defenses Thought Bubble - Debuffs only 1 target / Encases 2 Phantom Flames - Debuffs 1 & Stuns 4 targets Reduces the targets ability to heal and removes power over time effects Pyrokinesis - Debuffs 1 target - interacts with encased targets to stun spread burning damage to nearby enemies Horrific Visage - Debuffs 1 and polymorphs target and may polymorph nearby oppenents in conreoller role Reduces the targets damage output and removes Damage role buffs Cryokinesis - Debuffs 1 target - Roots 4 , cast again to freeze oppenents Terrorize - Stuns Panics and Debuffs 1 target
POT Optimization (Credit to Shady Milkman, Deadpool and Darkman for the info) 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25(Blue numbers represent POT ticks, Underlined numbers represent “Double Tick” period) To maximize your power back given from your POT move, it is important to know how it works. Once a POT is casted it will remain up for 25 seconds, however it can be recasted after 20 seconds (or 5th tick) to achieve a Double Tick. Underlined numbers note when during a POT cycle the POT can be recasted for a Free or Double tick. NOTE: This does not mean that if you cast your POT within the 20 seconds you will lose your opportunity for a Double Tick. Just keep in your head how many ticks have passed on your screen after the POT went up again and recast on the 4th tick. Example: You can use your POT as much as you like within the 20 second period and still get the double tick –POT 0 1 2 3 4 5 POT 6 7 8 9 10 POT 11 12 13 14 15 POT 16 17 18 19 20 POT (double tick) Sample Loadouts - Controller Every Controller loadout should contain a POT move (Tendrils or Telekinesis), a defense debuff (Thought Bubble or Phantom Flames), Bastion and Empowerment. The last 2 slots are optional or situational and can be adjusted as needed. Terror Tendrils - Phantom Flames - Psychic Shock - Grandeur - Bastion - Empowerment Terror Tendrils - Phantom Flames - Psychic Shock - Menace - Bastion - Empowerment Terror Tendrils - Thought Bubble - Mass Levitation - Grandeur - Bastion - Empowerment Telekinesis - Phantom Flames - Pyrokinesis - Grandeur - Bastion - Empowerment
Skill Points By Role Skill Points allocation by order : Damage Critical Attack Damage - Critical Attack Chance - Might - Precision - Defense - Health - Dominance Skill Points allocation by order : Controller Critical Power Chance - Vitalization - Critical Attack Chance - Critical Attack Damage - Precision - Might - Dominance - Defense - Health (Note: If Dominance is under minimum requirement for content, spec into that first) Modding By Role DPS PvE Red - Might Yellow - Might & Power Blue : Might & Health DPS PvP Precision in all slots Controller PvE Red - Vitalization & Precision Yellow - Vitalization Blue - Dominance & Vitalization Controller PvP Vitalization in all slots
PVP Greenman's PVP loadouts for Damage and Control: Damage: 1v1 and 2v2: Mass Terror - Phantom Flames - Pyrokinesis - Grandeur - Menace - Terrorize 4v4 and above: Mass Terror - Phantom Flames -Terrorize - Grandeur - Menace - Bastion/Pyrokinesis Controller: 1v1: Terror Tendrils - Phantom Flames - Pyrokinesis - Grandeur - Terrorize - Menace 2v2: Terror Tendrils - Phantom Flames - Pyrokinesis - Grandeur - Bastion/Terrorize- Empowerment 4v4 and above: Terror Tendrils - Thought Bubble - Pyrokinesis - Grandeur - Bastion/Terrorize - Empowerment The use of Terrorize in Controller role is optional, but suggested in non-deathmatches, particularly node based matches, where you could be left alone without the help of a DPS. Remember that when Controlling PVP you are the Healers worst nightmare. All damaging powers apply the healing debuff to the Healer and will reduce 50% of their Restoration. *Note if 2 Healers are hit with the same damaging power, only 1 will recieve the debuff It's also important to manage your power and not blow through it too quickly. Keeping the POT up should always be the priority.
Frequently Asked Questions - Mental Q: Will Thought Bubble debuff 2 targets or just 1? Will Phantom Flames debuff 4? A: While Thought Bubble encases 2, it only debuffs one target. Same applies with Phantom Flames. Q: Why doesn't Horrific Visage transform other players into ghosts in PVP? A: Because of animation lag on PS3 side, all abilities that cause a form change were changed so that they work in PVE content only. Q: How often do I have to refresh Psychic Resonance? A: That all depends on the situation. Once you cast Resonance, it is active for 7 seconds before shutting off BUT, will stay up for as long as you continue using amplifiers (Shock, Bolt, Push, Flames) and the finisher (Mass Terror or Mass Levitation). So, in effect, resonance can last an infinite amount of time so long as you use amplifiers and the finisher non-stop.
Videos Advanced Mechanic Loadout and Rotation: "How to" Videos - Mental AM: Invisibility Demo: Grandeur Demo:
Remember to check out the later pages for the most up to date loadouts and rotations by the Mental Community
OK...so a new one...great breakdown, great advice. Trolling has always been the same, give power give power give power. Best advice for newer trollers, regardless of their powerset, is practice the double tick, it will benefit the group and really helps out with your own power bar. I stayed super speed for my movement, even tho it gets really annoying at times, but the reason is inertial innervation tactical mod. Even on my DD weapons i use the replenishing mod just for the extra power it kicks back. For the Damage Dealer role, the key word is DPS (damage per second). I will maintain my stance on staying away from cast times, and sticking with fast animations. Over the course of the new alerts and raids the dps increases. The main thing with DDing is get the dots going and them smack away with burst moves or weapons. That and use PI's and modifiers. Greenman did a much better job explaining it. Mental was greatly redone in the revamp and really gave us a diverse way of playing, which is why I stay mental - no real cookie cutter.
13igTyme is submitting his single target load out: Telekinesis, Mass Terror, Pryokinesis, Thought Bubble, Menace, TK Bolt.
Saved me a PM thanks Anyway, if anyone has a loadout you want to share post it or send me a PM and ill throw it up there...Mental is one of the few classes that doesn't have a real cookie cutter loadout so I want to be able to show people as many options as possible
I have been using this loadout since Home Turf Enduring Damage mod but, what is his Rotation to keep the 60% bonus going I am really close to 3000 Might. But, it doesn't seem like Might is scaling correct.
There is diminishing returns on might, put precision has the same issue, i can really tell when the 60% is up and when it isn't tho if you just take notice of your damage ranges with the 60% buff you will notice when it is hitting lower than that range