Light mentalist in RvR : how to ? Need advices

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Laouig
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Postby Laouig » Dec 23, 2011 21:42

Hello there,

I have a rr4L4 light mentalist with a 99%sc, and I wonder if it's viable in RvR on Uthgard, in a group AND solo. But I have to confess that even if I played a lot on DAoC live for 3-4 years, i never had a >5L, because i was mainly a PvE player.

That's why I need some hints to play my character in RvR on Uthgard.
- Is it possible to solo ? And where (I guess emain is a suicide for low rr) ? What are the RA's to get for ?
- Is it viable in RvR group on Uthgard, or must I beg for a social spot ?
- Do you have some advices how to play well a light mentalist ? What are the good reflexs ? (I now how to stun-DD-DD-DD :D need specific hints)
- What are the RA's to get (group rvr/solo mix) before 5L ? I Have : dext IV (i'm celt), MCL, serenity 2 (4L4). I have 5 pts left. So... physical defense ? MoM ?

Thanks hibbies :)

(note : I up 4L2-> 4L4 in some friendly guild groups, so I don't know if I was useless or not :P)

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Satz
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Postby Satz » Dec 23, 2011 21:58

MCL and/or RP...

If you join groups, your role will be to charm a pet and rupt opponents, demezz comrades, secondary heal,
and when the ench in your group says: assist target while debuffing it, you push the DD button as fast as you can.

Easy aint it?

I dont know about celts, but lurikeen are of more use because they are harder to spot and harder to target.

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bawww
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Postby bawww » Dec 23, 2011 23:32

You can't solo period. You will get scratched by a viper3 assassin and you will die.
Mentalist in a group is extremely useful on uthgard, even without enchanter. Sadly from what I understand people on Uthgard have realized that they can't play casters so they reverted to how it was 3 years ago and now play mostly tank groups.
Your priority as a mentalist in a rvr group goes something like this: DEMEZ>clear theurg pets with your aoe nuke>control your pet>nuke>cc classes without det who are overextending (single mez or stun if you plan to follow with nuking them down)> hots and heals. Not sure if I forgot anything, haven't played mentalist in a while. Mentalist on uthgard is not a complicated class to understand, yet I still have to see one who has more than his nuke on the qbar and does his job properly. Usually their priority list looks like this: NUKE HURRRRRRRRRRRRRRRRRR
Apoc315 wrote:The Theurge play is way more easy than a zerk

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Laouig
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Postby Laouig » Dec 24, 2011 00:12

Thanks for your reply, Satz and bawww. It will help me to find which are my priorities as a mentalist.
I hope i'll find some groups...
... or do guard killing tasks (but a bit boring).

Last question : Are my RA's good ?
=> DEXT IV
=> MCL
=> SERENITY 2
And 5 pts to spend (where ?)

Thanks again.

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pweet
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Postby pweet » Dec 24, 2011 18:51

Ok, first of all sad story but your menta wont find many grps. You got recently nerfed by the Ench Heat Debuff nerf and even before that it was extremly risky runninhg with ench eld menta. Uthgard is due to some specific settings tank group friendly. So your standart setup will be sth like: Bard Druid Druid BM BM Eld Hero and Warden or 3rdBM.
So you see there is no space for a Menta usually :)
I m not a fan of high Aug Dex at all on Uthgard, since you ll realise that you run out of power pretty quickly. So better keep every DMG RA and Dex on same level, you ll ve as much DPS as with high dex, but you ll be much more mana efficient.
For your final points u must take purge1.
Anyway, before RR5 i d take PD4 all day long.

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Laouig
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Postby Laouig » Dec 25, 2011 01:32

Crap... everybody knows that the melees are best on Mid ; that's why they have all the relics ! And Hibernia is all-magic... with the "powerfull sorcerer", the nightshade ! (i red it on the daoc manual, hrhr).
/troll mode off :wink:

PD 4 you say ? Mmh... yes, it's about 25% reduce physical dommage, that's not bad. And purge is good for NS (i always rage about it).
It will be hard to avoid dext IV for me :( Like it, but i'll try.

Another question : I have 4 ablative (is it right in english?) proc on my SC, so I have 2 slots free. Should i add more ablative or get some DD or whatever ?

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pweet
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Postby pweet » Dec 25, 2011 15:17

U ve to ve a DD proc and do an AF proc on the other one, since u ve to run with AF charge up as well :D
I should add, that if Old RAs finally will be released, your chances to get a grp will be much better :grin:

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Laouig
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Postby Laouig » Dec 26, 2011 20:12

pweet wrote:U ve to ve a DD proc and do an AF proc on the other one, since u ve to run with AF charge up as well :D
I should add, that if Old RAs finally will be released, your chances to get a grp will be much better :grin:

Thanks for proc ideas, that's nice.

And for old RA's, i guess we have to be patient :D Lot of bugs to fix for Uth staff...

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Kirillow
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Postby Kirillow » Dec 31, 2011 13:17

@Pweet Sorry to ask but how exactly did heat debuffs get nerfed? I thought overall my bug report should have made resist debuffs more viable? Or is it because of the fixed duration that gets decreased by resists?

Idiap
Myrmidon
 
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Postby Idiap » Jan 01, 2012 02:15

dex4 is way too much, 3 is just fine with a luri caster.
with the other points better spent into pd3. ser2-3 lw1 purge1 and you should be set.
Huh.

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pweet
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Postby pweet » Jan 01, 2012 21:25

Duration was nerfed to 8sec instead of 16sec, which is a huge nerf :)

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Kirillow
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Postby Kirillow » Jan 01, 2012 22:34

Seriously? I didn't even know it was 15secs at all.. Good to know ^^

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ZaiQQ
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Postby ZaiQQ » Jan 02, 2012 03:57

pweet wrote:Duration was nerfed to 8sec instead of 16sec, which is a huge nerf :)


Not nerfed, corrected.
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Rivaldus
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Postby Rivaldus » Feb 22, 2012 17:57

In 8 second if you are menta + ench in assist the target could die 3 or 4 times...

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Lasastard
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Postby Lasastard » Feb 22, 2012 18:44

Rivaldus wrote:In 8 second if you are menta + ench in assist the target could die 3 or 4 times...


Assuming your target actually has 0 heat resist. Realistically, vs Mids it is more like 50 and then your debuff lasts about 4 secs, I think. Still possible to get 2 nukes through, but you also have to consider that the smallest thing can interrupt one or several casters. Which makes it generally harder to play (not impossible , mind you).
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