DC Universe Online Mental Powers Guide

DC Universe Online GuideMental powers are quite literally all in the mind. Characters like Zatanna and Raven are masters at this control-based power.

Being Mental is about throwing mind bullets at enemies, but it’s also about using telekinesis to throw anything else players can get their hands on.

Mental powers are all about control like Gadget powers. This, however is done with less stun-based skills and more with fear and immobility. Many of the skills are about confusing enemies into attacking other teammates, or by throwing your enemies in the air like a Jedi.

The two specs for Mental players is Telekinesis and Illusion. Telekinesis is about lifting opponents in the air, or picking up objects to throw at enemy players.

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Early skills are about throwing enemies around with psychic energy, but this extends into immobilizing enemies and making them spontaneously burst into flames. There are also a few good defensive skills in this line to keep players feeling fresh.

There are two Supercharged telekinesis skills. The first, Bolt Barrage, uses half of the meter to blast nearby enemies with brain-busters; causing devastating damage.

The other, Bastion, is a protective move that covers you and your party with a helpful telekinetic bubble. The bubble prevents damage for a short amount of time. This ability uses a full Supercharge meter.

The other skill spec, Illusion, is all about making opponents think they’re fighting something else. The first skill in the tree is a fantastic ranged attack that hits multiple enemies, but it soon grows into stealth moves and techniques that make enemies cower in fear.

There are also two attacks that convinces enemies to attack other enemies, both of which work well against computer-controlled characters.

Illusion also has two Supercharge moves. Both use the entire Supercharge meter. Mass Hysteria, the first move, increases your damage and makes other illusions more powerful. The other skill, Psychic Shield, engulfs you and your party from all damage.

Mass Hysteria is probably a better choice because of its immediate and obvious combo potential. The ability to boost your spells supersedes a Mentalist’s defensive capabilities.

A Mentalist has no business in close range. Their abilities all work at a distance; away from harm. Their abilities cater well to those far enough away from and treats that they can plan what spells to cast upon their foes. There is also the out-of-combat stealth move that shows the overall planning intent of the Mental role.

Due to this distant intention of the power, we would recommend players use equally long-range weapons. hand blasts immediately comes to mind, and can be used well at short range (if necessary). Other options are rifles and dual-wielding pistols, but hand blasts is a much more versatile decision for a control-role.

If you want to capitalize in illusory fear, or simply like controlling enemies, then the Mental role is madly available. The ideal Mental player must enjoy keeping enemies from controlling their own actions, but can also have fun planning mind-manipulating spells.

It is a supernatural power, but being Mental is a definite perk in the DC Comics Universe.

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