Mental DPS Guide

Mental players create phantoms and manipulate objects and enemies with the power of their mind. This power is available for all players for FREE during Character Creation.

Mental DPS guide updated to GU56

Statistics Priority

  • Might: Might increases damage from super powers (yellow damage).
  • Precision: Precision adds damage to all weapon attacks (white damage).
  • Critical Ability Attack Chance: Increases the chance to perform a critical attack with an ability.
  • Critical Ability Attack Damage: Increases the damage a critical attack with an ability does.
  • Critical Weapon Attack Chance: The chance to perform a critical attack with a weapon
  • Critical Weapon Attack Damage: Increases the damage a critical attack with a weapon does

Power Points Build

mental_build_56

Mental DPS Loadout

mental_loadoutN_56

  1. Psychic Resonance: Heal yourself over time and begin a brief cycle of Resonance. Certain abilities may amplify Resonance up to three times. Increases all damage by 35%. [Weapon Mastery Crit Excluded]
    1. Invisibility: Allows you to access Invisibility Loadout.
  2. Phantom Flames: Burn the psyches of your enemies, damaging and stunning them. Inflicts Burning to cause damage over time. Enemies take additional damage when Terrified or when you have ResonanceResonance is amplified and restores Power; this ability can trigger this effect once per Resonance cycle. Increases all damage by 45%
  3. Telekinetic Push: Projects a cone of psychic energy at your enemies, damaging and knocking them down. Enemies take additional damage when you have ResonanceResonance is amplified and restores Power; this ability can trigger this effect once per Resonance cycle.  Increases all damage by 40%
  4. Telekinetic Bolt: Direct concentrated telekinetic energy at your enemies, heavily damaging and knocking them down. Enemies take additional damage when you have ResonanceResonance is amplified and restores Power; this ability can trigger this effect once per Resonance cycle.  Increases all damage by 40% [Vulnerable to Interrupt]
  5. Mass Terror: Inflicts debilitating fear upon your enemies, stunning and damaging them over time. Inflicts Terror to make enemies vulnerable to Terrorized Power Interactions. Amplified Resonance returns to normal beginning new cycle. Damage increases by Amplified Resonance with even greater effect on nearby enemies. Increases all damage by 50%. [Vulnerable to Interrupt]
  6. Mass Hysteria (50% Supercharge Cost): Become a horrifying phantasm, surrounded by apparitions that will defend you. This form provides an increased critical attack chance and critical attack damage. Inflicts Terror to make enemies vulnerable to Terrorized Power Interactions
    1. Menace: empowers your attacks to deal additional damage and sometimes cause enemies to panic in fear. Terrified enemies take additional damage. Increases all damage by 35%
    2. Grandeur: prevents incoming damage and protects yourself against control effects for a short time. Enemies are detaunted and compelled to seek other targets.  Increases all damage by 45% (usable while controlled)

mental_loadoutI_56

This loadout allows player to access more superpowers by entering to invisibility Form. Players must have Psychic Resonance [1] effect active all the time to inflict heavy damage on enemies. However, losing Psychic Resonance [1] effect will force players to wait until Invisibility [1A] is up again in order to activate Resonance Advanced Mechanics

  1. Psychic Resonance: Heal yourself over time and begin a brief cycle of Resonance. Certain abilities may amplify Resonance up to three times. Increases all damage by 35%. [Weapon Mastery Crit Excluded]
  2. Menace: empowers your attacks to deal additional damage and sometimes cause enemies to panic in fear. Terrified enemies take additional damage. Increases all damage by 35%
  3. Phantom Flames: Burn the psyches of your enemies, damaging and stunning them. Inflicts Burning to cause damage over time. Enemies take additional damage when Terrified or when you have ResonanceResonance is amplified and restores Power; this ability can trigger this effect once per Resonance cycle. Increases all damage by 45%
  4. Mass Hysteria (50% Supercharge Cost): Become a horrifying phantasm, surrounded by apparitions that will defend you. This form provides an increased critical attack chance and critical attack damage. Inflicts Terror to make enemies vulnerable to Terrorized Power Interactions
  5. Return to Normal: Restores your normal form

Mental DPS Rotation

  • MAIN ROTATION
    • “Psychic Resonance [1]” (Heal yourself over time and begin a brief cycle of Resonance)
      • If “Invisibility [1A] is choosen. Players will need to enter invisibility form and Activate “Psychic Resonance [1]” that loadout
    • “Phantom Flames[2]” (Inflicts BurningEnemies take additional damage when Terrified or when you have Resonance. Resonance is amplified and restores Power)
    • “Telekinetic Push [3]” (Enemies take additional damage when you have Resonance. Resonance is amplified and restores Power)
    • “Telekinetic Bolt [4]” (Enemies take additional damage when you have Resonance. Resonance is amplified and restores Power)
    • “Mass Terror [5]” (Inflicts Terror, Amplified Resonance returns to normal beginning new cycle. Damage increases by Amplified Resonance with even greater effect on nearby enemies)
    • “Menace [6A] (if choosen) (Empowers your attacks to deal additional damage and sometimes cause enemies to panic in fear. Terrified enemies take additional damage)
  • IMPORTANT VARIANTS
    • If Resonance effect is enable, repeat Main Rotation without “Psychic Resonance [1]”
    • Since GU56, “Mass Terror [5]” damage was increased at mid-range and causes further increased damage within 7m of your target
    • “Grandeur [6B]” is a great defensive superpower that can be used for PVP or when adds are compelled to seak other targets than thank
    • Until “Menace [6A] (if choosen)” is enable, repeat Main Rotation without it
    • If  “Invisibility [1A] is available in your loadout. Players should replace “Mass Hysteria [6]” with “Menace [6A]” to deal more damage or “Grandeur [6B]” to prevent incoming damage and protect themself against control effects for a short time

Mental DPS Tips

  • “Psychic Resonance [1]” will heal you overtime and begin Resonance Cycle. Use it everytime you start a battle or when the Resonance effect is off.  It will also disable Weapon Mastery Crit Bonus while Resonance Cycle is active
  • “Phantom Flames [2]”, “Telekinetic Bolt [3]”, and “Telekinetic Push [4]” will amplified 1 Cycle of Resonance and restore power to you. These abilities can trigger this effect once per Resonance cycle.
  • If you use “Phantom Flames [2]”, “Telekinetic Push [3]”, and “Telekinetic Bolt [4]” one after another, you will reach Cycle 3 Resonance which will empower your “Mass Terror [5] damage
  • “Mass Terror [5]” will get their damage increased by Amplified Resonance cycle, after that both refresh and reset Resonance Cycle to 0
  • “Menace [6A]” empowers your attacks to deal additional damage and sometimes cause enemies to panic in fear which is great for crowd control your enemies (missions, solo, duos).
  • Hitting a target as part of the advanced mechanic with “Mass Terror [5]” will grant supercharge regen for 4 seconds
  • Using Weapon mastery combos is optional for this loadout and rotation
  • For DPS, “Max Damage” Tactical MOD is required for all superpowers to increase all damage by 60%.

Tactical MODS (Lair System Required)

  • Weapon: Blast Adapter
  • Neck: Escalating might
  • Back: Breakout Regeneration
  • Feet: Deadly Block
  • Chest: Core Strenght
  • Hands: Max Damage

Equipmend MODS

  • Red Socket
    • Might
  • Yellow Socket
    • Might & Power
  • Blue Socket
    • Might & Health (improve survival)
Post Gallery
  • mental_big1
  • mental_big2
  • mental_big3

195 thoughts on “Mental DPS Guide

    1. DCUO Bloguide Post author

      Hello Kenneth, remember to always have Resonance Cycle active by using Psychic Resonance (purple aura around your head indicates it is active). If you use superpowers without Resonance active you wont be getting power refund at all

  1. Malek abuawad

    Hi awesome helpful website, but i have a problem . Every time i lose my powers on a specific weapon it tells me to go to the safehouse and replinish it in the vendors but idk where are they and how to replinish my powers plz answer quickly?!?!?

    Reply
    1. DCUO Bloguide Post author

      Hello Malek, i dont quite understand your question. How do you lose your powers on a specific weapons? This is the first time i read about replinish power. Please explain me more about your problem

    2. B5Freak

      I’m going to assume a couple of things. One is that you are a new player. If so, welcome to DCUO! Two is that you are probably talking about gear durability. Over time (and especially if you are defeated), your gear will take damage and eventually become broken, giving you no stat benefits. Especially in the case of weapons, where it will be as if you don’t have a weapon equipped and you’ll simply be punching your opponent with very little effect.

      To repair your gear, you must go to a vendor and have it repaired. With some exceptions, most every vendor in the game can repair your gear. Including the ones at the safehouses. It will cost you some cash; the amount depending on how damaged your gear is and what Combat Rating (CR) each piece has. I hope this answers your question.

    1. DCUO Bloguide Post author

      Hello Prodigy, for all powers there is no a particular weapon to use. Choosing a weapon is more about how you feel with it, we usually recommend One Handed because is one of the most balanced weapon for melee and ranged situations. However, you should check all weapons and choose the one you feel more confortable

    1. DCUO Bloguide Post author

      Hello Blue, DPS powers need to use Advanced Mechanics to deal the highest damage possible. Using only iconic powers can be great for fun only

  2. Malik

    Every time I do the rotation with psychic resonance I end up losing power instead of having the same amount, am I doing something wrong

    Reply
    1. DCUO Bloguide Post author

      Hello Malik, it is normal because Psychick Resonance doesn’t refund its power plus all superpower used in Resonance Cycle refund its power over time instead of instant refund like before

  3. matthew good

    what stats do i need in mental to achieve infinite power (achived at lvl 21 to 30 as long as u keep gear equiped and dont replace it with any other gear)

    Reply
    1. DCUO Bloguide Post author

      Hello Matthew god, reaching level 30 is just finishing the tutorial. After that you need to raise your combat rating. At the moment, CR is over 170 so you need to work hard for your character’s Advanced Mechanics to be autosustained with its own refund mechanics. Read more about getting level 30 here http://dcuobloguide.com/guides/new-at-level-30/

  4. Joey

    First off, I love the website. I recommend to everyone I play with. Second, I’m having trouble with mental dps. I’ve been trying to find a balanced controller, a controller that can dps as well. My trouble with mental dps is every time I access my invisibility loadout to grab more powers I get knocked back to my regular loadout before I can access any powers in my invisibility loadout. What am I doing wrong? My loadout is; Psychic Resonance, Phantom Flames, Telekinetic push, Telekinetic bolt, mass terror, and invisibility. My invisibility loadout is; menace, psychic Resonance, and mass hysteria. Can I not be near enemies when using invisibility?

    Reply
    1. DCUO Bloguide Post author

      Hello Joey thanks for your comment and support 🙂 It is almost impossible to be both roles with your character in DCUO which is why there are armories that allows you to change between roles easily.

      Using Invisibility is a great variant for loadout but it requires you to use it carefully to avoid interruption from enemies. Your loadout is great as soon as you can complete RESONANCE Advanced Mechanics.

  5. Orbod

    Hey DCUOblogguide.
    I’ve been having a blast running this build and really enjoy the ease of the play style of this power set and layout. Are there any other power sets/builds that are similar to this in terms of play style and ease of use? Any recommendations would be greatly appreciated. Thanks for all the amazing insight!

    Reply
    1. DCUO Bloguide Post author

      Hello Orbod thanks for your question, every power has its own advanced mechanics. Mental AM is all about using superpowers to increase finisher superpower damage. I think atomic or quantum will make you enjoy its AM because they are similar to mental AM.

      Hope this helps you 🙂

    1. DCUO Bloguide Post author

      Thanks Smalltimehooligan for sharing, it is a great variant for experienced players that want to increase their character damage

  6. anonymous villain

    love the site, love your builds, use them on all my characters and they work magnificently.

    just wondering why mass hysteria [6] isn’t mentioned in the main rotation? is it something to only use in the most dire of situations?

    Reply
    1. DCUO Bloguide Post author

      Hello Anonymous, thanks for your question and support. Mass Hysteria is not mentioned because it should be used when you think it is needed. It isn’t part of the rotation because it needs to be charged and be used for improving your damage 🙂

  7. xGeeky

    Hey , I need help with the rotations and everything and what skill is the best for this ? (One-Handed?) Anyways i would also like it if you could show the skills points that are necessary for this to actually give “DPS” !

    Reply
  8. Lee Russ

    I have a question regarding the loadout, why go in slot 4 with Telekinetic Bolt instead of Psychic Shock.

    Is it a combination of abilities that I am not seeing, or some mechanic function I do not quiet understand, or is it a preference thing.

    If you skip Telekinetic Bolt you can use that extra skill in something else.

    But maybe without it your overall dps will go down.

    Just started playing with my Xbox so I am by no means an expert, would really appreciate the help

    best regards
    lee

    Reply
    1. DCUO Bloguide Post author

      Hello Lee Russ, thanks for your question we are glad to help you 🙂

      You can indeed use Psychic Shock instead of Telekinetic Bolt, using that extra power point to unlock an iconic ability. I think players prefer Telekinetic Bolt because its power interaction covers more crowd control effects than Psychic Shock. The important thing here is that both complement your Mental Resonance Advanced Mechanics so your suggestion is also viable for doing great damage

  9. undrline

    Sorry if you’ve answered this already; there were too many comments to read. It seems odd that you’re combining both the terror and the tk streams of the AM. You’re using PF/MT on one side, and TK Push/Bolt on the other side. Does Psychic Shock with the Terrorized PI not compare to either of the TK powers? And the guide doesn’t seem updated with the fact that Grandeur works the same as Distract now so that Grandeur>MT or ML deals full AM damage.

    Reply
    1. DCUO Bloguide Post author

      Hello Undrline, thanks for your comment. This is still a viable build and loadout. This build let you access grandeur anytime you want so if you want use it instead of supercharge power.

      Please provide us your loadout so we can test it and update this guide if need it 🙂

    2. undrline

      idk why it doesn’t have a reply link under your reply, so I guess I’ll reply to myself.

      What I was trying to figure out is, for the four resonance powers, how you decided on the three you chose, and the order. It’s too long to write up, but after doing the research, I think I figured it out.

      TKPush: PI=most CC, inflicts it too
      TKBolt: PI=most CC, inflicts it too
      PF: PI=Terror
      PsyShock: PI=Terror

      This is old data from The DCUO Book, but it should still work for a general sense of power-to-power comparison.

      TKB:
      Cast 3 seconds
      cone (65-78 damage).
      PI cone (97-118 damage).

      TKP:
      Cast 1 second
      cone (20-27 damage).
      PI cone (30-40 damage)

      PS:
      Cast 2 seconds
      AoE (20-27 damage).
      PI AoE (31-40 damage).

      PF:
      Cast: ?
      AoE 31-49 damage = 20to27 + DoT 11to22 (1-2 per tick)
      PI AoE 39-53 damage = 28to31 + DoT 11to22 (1-2 per tick)

    3. DCUO Bloguide Post author

      Thanks Undrline for sharing this research with the guide. It is nice to have players like you sharing more deep information so players can understand more about powers 🙂

    4. undrline

      Re: Grandeur … you asked me to provide a loadout. Both Grandeur and Invisibility provide shortcuts to the “full AM damage” of Mass Terror/Mass Levitation, just like Distract for Gadgets does. So, without much in-depth thought about it, here’s what I’ve been doing:

      Invisibility > Resonance > Mass Terror/Psychic Empowerment
      Grandeur > Mass Terror
      * Phantom Flames > TK Push > TK Bolt > Mass Terror
      Phantom Flames > TK Push > TK Bolt > Mass Terror/Grandeur > Mass Terror
      Phantom Flames > TK Push > TK Bolt > Mass Terror/Invisibility > Mass Terror/Psychic Empowerment
      Back to *

      Normal form: PF, TKP, TKB, MT, Grandeur, Invisibility
      Invisible form: Bastion, Resonance, Psychic Empowerment, Mass Terror

    5. DCUO Bloguide Post author

      Hello Undrline, thanks for sharing this great information with the guide. Your experience will be very helpful for players that want to know more about Mental.

      Our guides are meant to provide useful builds and loadouts for players that want to start with power. However, it is nice to know players like you that improves their gameplay and share experience with our guides so the community can improve their dps too

    6. undrline

      Okay, so PsyShock should probably go in place of Phantom Flames. Going through a Resonance cycle you’re overwriting your own DoT, and cutting off 8 out of 12 ticks, making the base damage of PsyShock slightly better, and you get it in one burst.

    7. DCUO Bloguide Post author

      Thanks undrline, we are working on some projects to provide an easy application where players can share their builds and loadouts. It would be nice for use if you share this amazing information when we relauch are DCUO Planning App

  10. Mentally Tough

    How can i tell if i have resonance on? I do not see s buff or debuff tray, which would be helpful. Also how long does resonance last? Is there a time limit? I have just been hitting it everytime it comes off cool down. Great guide the troller guide was super helpful.

    Reply
    1. DCUO Bloguide Post author

      Hello Mentally, you know resonance is active when you see a purple aura around your characters head. It also make a sound that let you know while it is active. Everytime you use a superpower to Amplified Resonance cycle the aura grows, when you reset the cycle the aura returns to its normal size 🙂

  11. matthew good

    REPLY TO DCUO BLOG GUIDE: “Mental is considered a very powerful DPS so you should give it a try”, HOW IS MENTAL A VERY OP POWER, 3K MIGHT MENTAL DOES 10 TO 15 K DAMAGE PER ROTATION BUT 3K MIGHT ICE DAMAGE 10 TO 15 K DAMAGE TIMES 5 OR 6 PER ROTATION WICH ESSENTUALLY MEANS IT DOES 50 TO 90 K DAMAGE PER ROTATION

    Reply
    1. DCUO Bloguide Post author

      Hello Matthew thanks for your comment. Every power has its own way to deal damage and with recent Game Updates some powers including ICE and Mental have received improvements. With new improvements, some powers lose their advantages while others heavily improve their damage.

      You are replying a comment from January 18 so many changes have DCUO suffered with latest GU

    1. DCUO Bloguide Post author

      Hello Chris, Mass Hysteria increases all damage done by your character including AM and Weapon damage

  12. BodyBagga

    Best load out at the moment is left to right 1. Phy. Resonance 2. Phantom flames 3. Telekinetic bolt. 4. Telekinetic push 5. Mass terror 6. invisibility……now in the invisibly load out u want 1. mass hysteria 2. menace 3. psychic empowerment 4. Grandeur 5 return normal…..should leave u with 3 power points left for tactical genius and weapons expert and the last one how ever I want to spend it. You should start fight with 6 followed by clipping all your power boosts from invisible tree menace psychic empower and grandeur usually after clipping those three powers u will automatically switch back to normal form. If you don’t switch back to normal then cycle through 1-5, until invisibility is back then repeat. I prefer to save my SC/mass hysteria for boss fights. This has been the best way to produce a high amount of damage. Without my 3 buffs I usually hit sparring target anywhere from 85k to 105k with buffs I’m hitting anywhere from 109k to 138k on crits. Hope this helped someone out. Never do I ever use my weapon. And on a boss fight I usually pop invisible then mass hysteria followed very quickly by menace and empowerment. Usually have enough time to get those buffs off before you return to normal. Then repeat 1-5 ( also one other variation I know a few people use is same load out but instead of grandeur they put resonance and mass terror in invisible load out and start fight by switching to invisible then popping resonance and mass terror first….I’m not a fan of this but some swear by it as it supposedly hits really hard.

    Any questions feel free to ask

    Reply
    1. DCUO Bloguide Post author

      Thanks BodyBagga for sharing your experience. We are currently updating Mental Guides so this will help us a lot in our work 🙂

    2. bwylie

      hey thanks for the reply you must be busy AF all the time but its appreciated! Im mental dos and working on SP to 75 in order for weapon mastery combos. I currently enjoy the range of hand blasters and I guess Bow or Brawling then? Also do i continue the rotation listed above and wait for the circle to pop and hit a superpower or charge similarly to resonance as mental? i guess I’m not sure where i work in the weapon mastery combos into the rotation or just use a diff rotation now that i am getting more SP and working up to unlocking whats needed? oh last thing sry also i read “Psychic Resonance [1]” will heal you overtime and begin Resonance Cycle. Use it everytime you start a battle or when the Resonance effect is off. It will also disable Weapon Mastery Crit Bonus while Resonance Cycle is active. So if i open with this and it cancels out the mastery crit do i still use it as an opener and try not use it unless i mess up and my resonate goes away? or as a mechanic to reset the weapon mastery crit to start charging again for next full rotation?

    3. SmalltimeHooligan

      Just one question..you said you put grandeur in your invisibility loadout? I tried doing that and it won’t allow grandeur to be placed in invisibility

    4. bwylie

      i messed around with the variation you mentioned at the end. the main thing i didn’t like about it was if i lost resonance say to the holiday event boss being froze in an ice block. I would have to wait until the timer reset to back invisible in order to start my resonance cycle again. Is there anyway around that an does the rotation you started with run into the same or similar problem? thanks for any input hopefully I’m not missing something stupid. thanks

  13. sternbock

    just wantet to state that mass hysteria is best super charge, even more now that its cost is reduced to 50 instead of 100. also: if you are using only AMs without WM, its not nessesary to put a might/power mod in head nor chest. also: you can put your SC and menace into your invisibility loadout.

    Reply
    1. drwildwylie

      so would i put mass hysteria in another slot like spot 6# until its charged continue rotation without menace as if it wasn’t there? or would that mess up the resonance charging or just blow through all your power?

    2. DCUO Bloguide Post author

      Hello Drwildwylie, thanks for your comment. Using Mass Hysteria or menace wont mess up the resonance charging because you still have Psychic Resonance, Phantom Flames, Telekinetic Bolt, Telekinetic Push, and Mass Terror in your loadout

  14. Vypris

    I saw a comment from you guys saying that you’d be updating this to GU56 about a week ago, but I still don’t see any changes. Does this mean that there wasn’t any changes needed?

    Reply
    1. DCUO Bloguide Post author

      Hello Vypris, we are still checking this guide. We were having some internal issues that we are near to solve

  15. STRONGFORCE

    Hey dcuobloguide.com Team,

    I have a question… Is it possible for mental powers, as it pertains to the male heroes and villains, for the color of the power to be gender specific? Pinkish-purple is definitely female specific color, but in DC, mental villain Psimon’s powers are blackish-red, or at times clear energy. And yet M’gann or Miss Martian’s power is specific to her planet/culture. I know Jim Lee (who’s my favorite comic artist) leveraged the pinkish-purple color scheme when he worked/revamped X-MEN for Marvel, specifically when drawing powers for Jean Grey and Professor X, but today, that power color should be gender specific and I am of the strong opinion that more male players would switch to mental (definitely a strong power in the game for sure) if the color was different as they would prefer not to align their auras or their gear style to a color, no matter if using darker palettes of the color pinkish-purple, on their characters, especially when the color of the power is feminine in appearance. Just my two-cents… well mine and based on the variant blogs concentrated on DCUO that are on the internet… clearly the two-cents of thousands upon thousands of DCUO players.

    Thank you all for maintaining this site, which I leverage consistently to make me a fine player in the game. 🙂

    Reply
    1. DCUO Bloguide Post author

      Hello STRONGFORCE, thanks for your comment and we are glad our website help you 🙂 Unfortunatelly, the color of the power cant be changed. However, you can dress the character with any colors you want plus there are tons of amazing aura that can give it the look you want 🙂

      We will continue working on DCUO Bloguide maintenance as long as there are players like you that need information about this amazing game 🙂 Thanks again for showing us your support

  16. Charles Quester

    There are a few other powers in the Mental power trees that benefit from Resonance like Psychic Shock. I had a Psychic Shock, Telekinetic Bolt, Telekinetic Push and Mass Levitation. Just recently I changed it to Phantom Flames, Psychic Shock, Telekinetic Bolt and Mass Levitation for the DOT damage. Would either of those not be as effective as the loadout on the site?

    Reply
    1. DCUO Bloguide Post author

      Hello Charles, thanks for your question. Using Psychic Shock instead of Telekinetic Push is a great variant because both are benefit from resonance interaction. However, psychic shock damage is split because if its DOT while Telekinetic Push is a one time hit.

      I dont think this change will affect damage at all. Thanks again for sharing this amazing variant

    2. BodyBagga

      You need to get rid of mass levitation though mass terror hits about 20k harder, granted mass lev can be used from range, mass terror is mid/melee range.

    1. Trey

      Also I can’t tell if this update is a buff or nerf for us. I hate the new psychic resonance change, I’ve actually been running out of power and it is so frustrating. I’m only lvl 81 but I used to put out like 3+ times the power out I do now in dungeons and raids. Going from having unlimited power to running out now with GU56 really sucks imo, please gimme any tips and advice you can. Thank You

    1. DCUO Bloguide Post author

      Hello Gage, all weapons can be really good when you get to master them. I personally prefer One Handed

  17. SmalltimeHooligan

    Hey I was just wondering if you know what changes/updates will be coming to mental? I read something about it but not enough info..btw keep up the awesome work on these guides, everyone involved is doing a great job.

    Reply
    1. DCUO Bloguide Post author

      Hello Hooligan thanks for your comment. We will be posting GU56 changes today. Check our fanpage or homepage later this day 🙂

    1. DCUO Bloguide Post author

      Hello Rey, some adds or players (using buffs in PVP) are not affected by your powers and that is when the word immune comes out. For example, if you hit an enemy with a shield or you try to stun it but he has crowd control prevention buff active, your powers will not affect them.

  18. Rafael Valenzuela

    Hey just wanted to say these guides are amazing. Been playing DC for 4 years now on and off, I started as ice tank and I love it. But finally have time for feats so I have a new lvl 28 mental dps I started. All your guides are very informative and we’ll appreciated. I’m switching to controller in T1 or T2 and I already fully understand a mental controller even though I’ve never played it. It’s going to take work but I have a major head start now, thanks:) And if any tanks need a little help on setup I have 4 tank characters. Add my main, Presiosa it’s a 146 ice tank.

    Reply
    1. DCUO Bloguide Post author

      Thank you so much Rafael for your comment. We are very glad our guides have helped you for a while now. This motivates us to keep working on DCUO Bloguide website and we will keep offering the best information and guides for DCUO

  19. vertheros

    Ok this build is very good I love it but I have some issues, I’m not using menance, I replaced it with Mass Hysteria just in case there are problems in fights, however, sometimes I deal a lot of damage after doing the whole rotation, but sometimes not even if I am not intrerrupted, why is this happening?so the damage rescales sometimes without being stunned, why?thanks

    Reply
    1. DCUO Bloguide Post author

      Hello VERTHEROS, maybe this is because your critical attack chance that your damage output varies from sometimes. Also activating Resonance Cycle can also make your damage go up and down especially when you start doing damage 🙂

    1. DCUO Bloguide Post author

      Hello Tilton thanks for your question. All powers are great at their roles the only difference is how fast they activate their mechanics. Mental is considered a very powerful DPS so you should give it a try

  20. SmalltimeHooligan

    First of all I think this is a great build for mental dps. I find it to be very effective especially when powering up mass terror and using it..Ive been hitting criticals of over 100k…some of these chumps obviously don’t understand the mechanics for this build..its made to use certain powers to interact with resonance to get more damage and it gives awesome power return..so if someone keeps asking why not use this power instead of that power they do not need to be playing mental.

    Reply
    1. DCUO Bloguide Post author

      Thanks for sharing your thoughts with the guide. It is great that our guides helped you a lot. We always try to answer all question so players can improve their gameplay and when people ask about powers we try to explain them why and how powers work with the Advanced mechanic 🙂

  21. Scott

    Hello I love this build I just have one question. The build says might and precision .. Precision = white damage numbers indicating weapon damage .. But this build has zero weapon damage all damage is yellow numbers indicating that the DPS is 100% might based. I might be misunderstanding it but shouldn’t we be putting all points int crit damage/crit hit chance and might and completely ignore precision?

    Reply
    1. DCUO Bloguide Post author

      Hello Scott, it is recommended that you boost Might and precision for DPS. However, your MODS should only focus on might as you said this build only uses superpowers because of its AM. Sometimes unlocking skill points you dont have might on the weapon tree that is when you unlock precision over might

    1. DCUO Bloguide Post author

      Hello Lwojx, thanks for your question. You can use Mass Hysteria instead of Menace for your DPS loadout. However, getting telekinetic shield is not recommended because you will need to spend more power points to unlock and that is worthless

  22. Karnaval

    I’m new to DCUO and am struggling with keeping my power from running out when using the loadout…am I doing something wrong or am I supposed to build power then go for the rotation. I t might sound like a stupid question but I really enjoy playing. Any suggestions?

    Reply
    1. DCUO Bloguide Post author

      Hello Karnaval, thanks for your comment. Mental Advanced Mechanics is all about refreshing Resonance Cycle. However, using Menace is recommended when you have a Controller in your group because it doesnt benefit from Resonance Cycle. If you see that power is restoring and dont have enough power to complete a full rotation you may want to use weapon attacks until your power is completely restored 🙂

      Hope this answer your question. Let us know how it goes

  23. tuniks

    Few question , the Resonance stack on you or mobs ? How do you know when Resonance stack are still up/enable ?

    Reply
    1. DCUO Bloguide Post author

      Hello Tuniks, resonance stacks on you. Its animation is like mental waves around your head. Once it vanish then resonance is disabled. However, if you continue using Advanced Mechanics Resonance stacks will be active all the time

    1. DCUO Bloguide Post author

      Hello Batnether, mental hasnt suffered any changes with latest GU. That is why this guide is still recommended 🙂

  24. Tor Ivar

    Thank you for this guide and all the others you have published.

    I have one question, why is critical weapon attack chance and damage prioritized over ability attack chance and damage? With AM you “never” use your weapon.

    Thank you for your help:)

    Reply
    1. DCUO Bloguide Post author

      Hello Tor Ivar, thanks for your question, we are glad our guides help you 🙂 We just update that section to prioritized Ability Attack rather than weapon attack chance. However, having attack chance for both is great as a DPS ROLE

  25. Christopher Lopez

    if i were to replace telekinetic bolt with psychic shock would that make much of a difference in damage?

    Reply
    1. DCUO Bloguide Post author

      Hello Cristopher, i think is a viable replacement. However, you must tested and see who much damage you will deal. The important part is to empower Mental AM and Psychic shock does it

  26. TheTravisTyler

    My question has 3 parts:

    1) Would it still be a good DPS build if I replaced a power with invisibility?
    2) If I use invisibility, which power should I replace?
    3) What is a good invisibility loadout?

    Thanks!

    Reply
    1. DCUO Bloguide Post author

      Hello TheTravis, it is not recommended that you use invisibility as a Mental because it doesnt benefit from Advanced Mechanics. However, if you still want to have invisibility in your loadout you can use it instead of Menace for not affecting your Advanced Mechanic rotation

  27. AllAllison

    Is this a really good dps power? II knowall powers are supposed to be balanced or whatnot but would you recommend mental dps if not what should I go for? I don’t wanna level up a new toon for low results. If you can, could you list your top 3 dps powers for me.

    Reply
    1. DCUO Bloguide Post author

      Hello AllAllison, the top 2 dps and easy to use powers at the moment are: Quantum and Munitions. Mental Advanced Mechanics are also great comparing to Electricity, Rage, or Celestial. With GU49, Fire and Ice Advanced Mechanics have been improved but i havent heard if they are stronger than Quantum or Munitions.

      If you have access to free powers only i will recommend you ICE because its Advanced Mechanics is fast and easy to start. If you have access to all powers you should try Quantum or Munitions

  28. Quinte Joshua

    I just changed my power from rage dps to mental will i need to swith to all might or can i keep my precision mods?

    Reply
    1. DCUO Bloguide Post author

      Hello Quinte, you should change all your precision to might because Mental damage comes from its Advanced Mechanics

  29. George

    Using your rotation my question is.

    on a boss should I use 1 – 6 then 2 – 5 till 6 is off cool down ?
    If not when should 6 be put in the rotation?
    Thanks

    Reply
    1. DCUO Bloguide Post author

      Hello George, it is recommended that you use Mass Terror and then Menace so terrified enemies will received more damage. Until Menace is active again continue with your normal rotation and activate it again after Mass Terror

    1. DCUO Bloguide Post author

      Hello Sodane, this build and loadout can be used for PVP. However, using your weapon attacks, blocking, and interrupting plus the right use of your AM will grant you the victory

    1. DCUO Bloguide Post author

      Hello Lyndris, choosing a weapon is a personal choice. However, for Mental DPS using the ADVANCED MECHANICS wont need you to use weapon attacks so often in PVE unless you are out of power. However, in PVP you must master your weapon combos to win the battle.

  30. Chris R

    Are there any plans to update this to the most recent update,since mental underwent some changes in gu47?

    Reply
    1. DCUO Bloguide Post author

      Hello Chris, this build and loadout are still recommended for Mental because it explains the Advanced Mechanics which is the best way to inflict damage with mental. Although, we still have to make some changes to the presentation of the guide but the build and loadout will be the same

  31. Michael Wright

    Hello i am currently playing with my first toon he is a Staff/Mental Toon. I am wondering about Load out im currently using Mass Levitation, Telekinetic Bolt, Psychic Resonance, Psychic Shock, Phantom Flames, and Mass Hysteria please reply if this load out is Decent or should i change something up

    Reply
    1. DCUO Bloguide Post author

      Hello Michael, it seems like a great powerset and it also works well with Resonance Advanced Mechanics which is the most effective way of doing DPS

  32. Bryan

    What’s a good loadout for mental to do in duos for fast damage? I’m advanced mechanics full might based. My advance mechanics loadout is too slow for duos and solos. It’s really good in raids, but when it comes to duos it’s just to slow. What loadout is best for duos for fast damage?

    Reply
    1. DCUO Bloguide Post author

      Hello Bryan, It is not about changing loadout it is about your advanced mechanics method. There are 2 ways of doing damage: Weapon Mastery or Advanced mechanics. Some AM like rage are more faster than Mental but Mental AM deals greater heavy damage than RAGE AM. Changing your loadout is not going to make your DPS faster because the best way for doing DPS is with AM and if you dont use it then your damage will be low.

      I suggest you to use Mass Terror for Solos and Duos instead of Mass Levitation so your AM damage will be a little faster but remember doing AM damage will be always the best choice for now

    1. DCUO Bloguide Post author

      Hello Bryan for what i know, it is a Self Buff that deals Might based damage activated by weapon attacks. This is great for PVP

  33. Windsoar

    so does that mean in General any Fast Weapon Style could possibly work? the character was staff for a time before i changed him to rifle

    Reply
    1. DCUO Bloguide Post author

      Staff is a fast weapon too, Staff: Mortar Mastery is great for increasing hit counter fast

  34. Windsoar

    Hello i have recently been using this Build with a Rifle weapon and i was Curiose to Wonder if there are any Better weapon types that might better fit the Mental DPS Load out used here, i asked around ingame and i have got mixed Results some say for end game hand blasters others Dual Weild , i am just as curiose to wonder if dual pistol could work in the end game, i am already doing pretty good Damage with my Rife but i am curiose if there are ways to maximize my DPS output. thank you in Advance

    Reply
    1. DCUO Bloguide Post author

      Hello Windsoar, i personally prefer One Handed or Dual Wield for their fast weapon mastery combos. Hand Blaster is great too but in PVP your range combos will make you being interrupt most of the time.

      Rifle deals heavy damage but it is a slow weapon so for DPS it is recommended to be as fast as you can

  35. Ashuraman

    You know i found a rather simpler yet still destructive loadout: Psychic Resonance-Any 3 powers that increase resonance(I´m using Psychic Shock,Phantom Flames and Telekinetic Bolt) and lastly either Mass Terror if you are close or Mass Levitation if you are far(Though Mass Terror does MUCH more damage and still has a decent range)

    Reply
    1. DCUO Bloguide Post author

      Thanks Ashuraman for sharing your thoughts with us. Im sure players will read your comment and try your loadout for improving their damage 🙂

  36. QuayQuay

    the cone projection is very narrow with TKPush
    For my AM loadout i have
    Shock|Flames|Bolt|Mass Terror| Resonance| Mass Hysteria

    the additional PI interactions would help out with the other players as well (shock with electricity and flames with fire)

    Just my 2 cents.

    Reply
    1. Trendizist

      Thanks for your loadout, I will try it now. There is just a little disadvantage because you can’t use iconic powers when you use that outlook (critical damage + 10 % for example). You need all your power points for using the loadout.

    2. Trendizist

      What loadout do you use now?

      For WM loadout I use
      Mass Levitation|Menace|Pyro|Thought Bubble| Cyro| Mass Hysteria

      or

      Shock|Flames|Bolt|Mass Terror| Resonance| Mass Hysteria

      I am confused now 🙂

    3. QuayQuay

      you dont need to use all your power points for the AM. (unless you dont use armories then yes.

      I use 6 of my power points on iconics for my AM loadout; 2 for my WM loadout

      what i use depends on the situation.

      AM is fine if you run solos, duos and SOME alerts, however, for higher tier stuff, you are better off with the WM loadout (not necessarily mine) to deal more damage. (crits from the finishers can vary from 100 to 21k for me)

      I do use my AM loadout if i encounter a controller who doesnt really give that much powerback (t5 instance and only give under 200 power? thats garbage)

      help this helps!

  37. Derek

    For those that are wondering. You do not have to recast Psychic Resonance again after using Mass Terror/Mass Levatation. Also this loadout is better when used in Solos, Duos, and Alerts. On another note is there a loadout for using weapon mastery?

    Reply
    1. QuayQuay

      For WM loadout I use
      Mass Levitation|Menace|Pyro|Thought Bubble| Cyro| Mass Hysteria

      for adds
      WM-> ML -> Pyro Clipped with Menace -> WM-> Cyro (repeat 3 times) then start cycle over. by the time you finished the 3rd cyro, the next WM ML should end and be able to clip menace with pyro again.

      for single boss fights or focus firing
      same as above but you would do thought bubble after pyro and only do cyro twice, then repeat. Use Mass Hysteria whenever possible for boss fights.

      hope this helps!

    1. DCUO Bloguide Post author

      Thanks Trendizist for your comment, we will research the WM Loadout for mental. It seems that Amazing Mechanics are not optimal as Weapon Mastery 🙂

  38. James

    If you don’t use weapon combo (purely stick with the AM powers), does that make having a supercharge power useless? I thought those only go up for weapon attacks. Also, can you clip AM powers and still maintain Resonance? Say I want to use Psychic Empowerment so I can be DPS and a Battery, could I use is clipped during my AM attack cycle?

    Reply
    1. DCUO Bloguide Post author

      Hello james, with GU43 using mass terror or mass detonation as part of an advanced mechanic rotation will grant supercharge regen for 4 seconds. This is why supercharge is now viable for mental, fire, ice, gadgets, and nature. Resonance cycle displays a purple wave bubble around you as long as it is visible you have resonance on you so it is viable to use pyshic empowerment clipped 🙂

  39. Abigaroth

    Hi, I was wondering if there might be an update for this guide up to GU 43, since it brought a lot of changes for Mental players. Thanks in advance!

    Reply
    1. DCUO Bloguide Post author

      We are currently working on updating text from our Power Trees especializations online. After that, we will start updating all our power roles guides with GU43.

    2. Trendizist

      Please hurry up xD I am not very content with the way they change powers without any guide how you can improve your damage now. I am really thinking about cancelling my legendary membership.

    3. DCUO Bloguide Post author

      Hello Trendizist, this guide was already updated to GU43. I hope this works great for you 🙂

    1. DCUO Bloguide Post author

      Terrorize is a great replacement which also allows you to use weapon mastery crit bonus if you dont use Mass Terror

  40. ShadowOps

    Cool guide gonna try it with a new character
    Keep thinking about using Bow or maybe Martial Arts, are these good ? If not can you recommend others ?
    Thx again 🙂

    Reply
    1. ShadowOps

      By the way iam asking if the weapon styles above are good for this build, not if they are good in general just wanted to get this cleared

    2. DCUO Bloguide Post author

      I believe your suggested weapons can be great with this build because is not up to weapon mastery rotation dependent.

    3. DCUO Bloguide Post author

      Hello ShadowOps, my recommendation is using One Handed or Dual Wield. They are great weapons for leveling and raising combat rating

    1. DCUO Bloguide Post author

      Hello Ace, you can still get terrorize instead of Robot Sidekick to use it when you dont want to get weapon mastery crit bonus disable by Mass Terror. However, its long cast time let it out from this build (this doesnt mean is useleess )

    1. DCUO Bloguide Post author

      Hello Kathy, you can get Reflect Pain instead of Robot Sidekick to protect you for a short time and deflect incoming damage back at your target (great for pvp)

  41. john

    great thanks a lot. just one last question sorry, which load out is best than for raids the terror dps loadout or the dps dot load out?

    Reply
    1. DCUO Bloguide Post author

      Both are great John, DOT loadout deals great damage to multiple enemies and can be great for raids

    1. DCUO Bloguide Post author

      Hello John, for DPS Terror Loadout it is recommended that you focus on might but dont letting your precision down either. On the other hand, Mental DPS DOT’s Loadout is full might so you need to choose what would it be 🙂

  42. jean

    Hi I have been on dc for a while now, im cr 108 troll but wants I need to know how to dps too. I started as mental and never changed I’m strictly a troll but in solos I dps. I want a loadout where it’s does dot to everything and its able to keep up with other dps. I use robot sidekick, mass,men,wm,pf,ps,terrize. Ppl tell me not to get side kick just use pyro, and tb. And I tried psychic element I only used that for troll for dps the affect doesn’t last long as nature’s and celestial buffs.

    Reply
    1. DCUO Bloguide Post author

      Hello Jean, you can get Sidekick out and use Pyro or TB with no problem. However, sidekick is another DOT that doenst need to be active by you so you can focus on casting others DOTS.

      Psychic Empowerment does not last long, that is why in our Weapon Mastery rotation, we recommend you to use everytime after a Superpower burst so the effect is always active 🙂

  43. Twinklepants

    I can see changes from your previous update that is the omission of Reflect pain and Terrorize to get Psychic empowment. The previous loadout was working rather well , getting me into top dps and fare rather well in pvp. Hence, how does this build do in pvp and does the dps actually improve significantly as compared to the previous loadout? Thanks and appreciate the effort you guys put into this.

    Reply
    1. DCUO Bloguide Post author

      Hello Twinklepants, this new build and loadout improve your damage significantly through superpowers with Damage over Time. It is one of the most used loadout for T6. However, it doesnt mean you can use other superpowers.

      Getting Reflect Pain is a great idea that can help you in PVP instance so feel free to unlock it 🙂

  44. Johnson

    I’ve been playing mental for quite a few years. With that being said I completely disagree with this load out. Although most of the powers are correct you are missing some key points to being a mental DPs. First off there is no mention of DOT’s which you will need to spec in both trees to maximize. Secondly mental has great PI (power interaction) not only on its own but also with other power bases in the game.
    1. Specializing in terror PI will maximize your damage both with powers and WM.
    2. The DOT’s from both the illusion tree and the telekinesis tree stack to deal damage over time.
    3. Using the robot sidekick is a waste cause as you stated it is good ONLY when powered up.
    4. Powers like phantom flames, pyro, cryo, thought bubble and psychic shock interact with a whole host of different powers. Which in turn helps the group.
    5. Yes specing in one tree over another is beneficial to which ever role you decide to play.

    I can appreciate your effort to put together a mental loadout to try and help others. I just felt that there where some very very key points left out. The game isn’t as simple as just “here are some powers good luck”

    Reply
    1. DCUO Bloguide Post author

      Hello John, i think Psychic Empowerment can be clipped with another power exactly as Menace does but for DPS i wouldnt recommend you to have Psychic Empowerment in your loadout.

  45. karl

    I am a fire dps who is changing powers to try something new and get some style feats. I am realy confused by something in this guide. Why are you showing a point in reflect pain when it is not part of the loadout and could be put in another useful iconic?

    Also WHICH power is the clip power? For fire it was fiery weapon.

    Reply
    1. karl

      I’m also confused why no 60 percent boost power? For 20 seconds that has a major impact on yoru WM damage

    2. DCUO Bloguide Post author

      Hello Karl, we try to provide simple and effective builds and loadout for people to get used to the Power. We also research about the most used super-powers and update our guides with that info. Having the 60% boost power will be helpful if the player have Home Turf DLC and they equip Enduring Damage Hand MOD.

    3. DCUO Bloguide Post author

      Hello Karl, Reflect pain is unlocked for PVP purposes, you can unlock a Iconic skills instead of Reflect Pain if you want. Menace is the power that can be clipped with other super-powers

    4. Karl

      Ok some more questions. I was surprised to see that phantom flames keeps doing damage, similar to inferno but that psychic shock was a one shot? I’ve only been using it from WM when phantom flames isn’t ready.

      What is the logic for not using the 60% boost power?

      As for terrorize. it seems to act in a similar fashion as snuff out from fire(can you tell I know fire). Do you typically only use it once an enemy hits 35 percent? That is how I would use fire. Basically what I have been doing is mass terror -> menace -> WM -> phantom flames -> WM -> psychic shock -> WM->PF->WM->PS and repeat this until menance is ready then start over again. Once boss hits 35 percent I start spamming terrorize. How does that sound?

      As I was writing this I think I realized what you meant by “disable crit bonuses”, at first I thought that was just for the mass terror attack itself. Does it mean while mass terror i s active there are no WM crit bonuses at all? If that is the case I am a little surprised. If this IS the case, have you tested the damage output difference when foregoing mass terror for terrorize?

    5. DCUO Bloguide Post author

      Hello Karl, we try to provide guides that help players to adapt fast to the power. Using 60% boost power is very recommended but we prefer to provide a fast rotation for players that can be useful in all instances. Weapon Mastery crit disable mean that while Mass Terror is active you wont have the WM Crit bonuses but having the power in your loadout can be helpful when you need to hit multiple enemies, thats where the player’s experience enters to tell what powers should be used.

      I have tested that using Weapon Mastery Crit bonuses deals more damage than not having it. However, this will depend on the skill points player have, rotation used, and the player’s experienced 🙂

  46. Totalsuccess

    I think mental is great! It was the power on my first character 😛 as a reply on popo i would take handblast cus its great on range and melee. But thats just what i think 🙂

    Reply
    1. DCUO Bloguide Post author

      Hello Popo, I prefer One Handed as a leveling and end game weapon and its weapon mastery combos are great 🙂

  47. Nice guy

    Hi there! I see some changes here.. Why are you ignoring completely the telekinesis skills, is it because they are bad, ir do i have any advatange mastering in one tree? What about mass hysteria? Is it not worth it anymore?

    Reply
    1. DCUO Bloguide Post author

      Hello Nice Guy, we are promoting Weapon Mastery Builds and loadouts with Weapon Mastery Rotation. Telekinesis skills can be avoid with this new build. With weapon mastery you use your weapon more than your super-powers. Mass Hysteria is still a recommended power, you can use it instead of Terrorize or Mass Terror (only 1 super-power that inflicts terror is really necesary)

  48. Laz523

    Hi, I used the last guide you had posted on mental dps, just wanted to ask why not use any telekinesis powers? Last whats great about the robot sidekick power seen I have seen it added to some of the other dps builds also.

    Reply
    1. DCUO Bloguide Post author

      Hello Laz523, with weapon mastery rotations, which is the most powerful way to do DPS for now, you use your weapon more than your super-powers so this build only use necessary super-powers to do the job and for this reason telekinesis powers werent include. Robot sidekick is highly recommended for weapon mastery rotations and its damage were increased highly with the last Game Updates.

      When Sidekick’s damage gets its damage considerably reduced, we will consider to update our guides with new rotation. However, you should try Robot Sidekick i personally use it and it hits 600-800 when it is powered

  49. portuga005

    Thanks for the reply. I´ve notice in every dps guide you recomend rilfe for the range, i read that the rifle is not to much accurate, is this true, is there any other weapon for range.

    Reply
    1. DCUO Bloguide Post author

      With Weapon mastery, every weapon has an improve range weapon mastery combo. I prefer One Handed for its range combo Solar Flame Mastery, staff has Mortar Mastery. Hand Blaster is a pretty good range weapon Arrow Fling Mastery can be used with this weapon

  50. portuga005

    I got to say without this blog i would never know what power to choose, there should be more like you to help both new-comers and experts. Keep up the good work. I want to do massive dps but i also like to be able to do it more times. Now the questions:
    – What build from the controller tree should i have to get a good power regeneration and keep doing great damage?
    – Does Mental have aoe?
    – Where do i find the armories?

    Reply
    1. DCUO Bloguide Post author

      Hello Portuga005, thanks for your thoughts we are glad to have provided helpful information for you 🙂

      1. It is imposible to provide good power regeneration and deal great damage. It is recommended to focus on your role and if you want to be controller and dps you should imprint them in armories.
      2. Mass Terror deals damage over time to multiple enemies that can be considered as a AOE power.
      3. Every player gets 1 free armory when they reach level 10 i think but if you want to have Controller and DPS role you need to buy an additional Armory from Marketplace

    1. DCUO Bloguide Post author

      Hi Nice guy, it Convalesce can be very helpful for leveling but after level 30 you should choose other supercharge power

  51. Nimz Alucard

    Hey thanks for the hard work you put in with your comments. I normally just test all the powers out when i reach level 30 i just follow your guide. your guide is the only guide i follow. I’m up for individuality but you have to consider you’re not playing solo and others are depending on you in raids, alerts etc. you offer good advice so i use your loadouts unless i found a favorite power e.g for my scorery dps I have the power where you summon all the beings which i call formilliars (word spelt wrong hope you know what i meant) my scorery dps is base from Alucard (hellsing series). anyways great work and you’re my sensi

    Reply
    1. DCUO Bloguide Post author

      Thank you so much Nimz Alucard for your comment, this make us continue working and providing more amazing contents for you hehehe 🙂

  52. Jessica

    Hello, I just started playing the game yesterday and totally love it and also thanks so much for the help. I made my character before I read into it more but it turns out I didn’t make a bad choice 🙂

    Reply
    1. dcuobloguide Post author

      Hello Gok, thanks for your comment.
      You can use: Dual Wield, One Handed or Rifle for Mental DPS.

    1. dcuobloguide Post author

      Hello CantTouchMe, thanks for your comment. In fact, all powers must be good at Melee and Range dps. Mental and gadgets have multiple amazing powers. However, i think gadgets have more power interaction than mental, so it makes their power damage being stronger (only if you benefit from power interactions).

  53. Adam

    First…i love your guides…i look for yours first on any power i try out. That being said…i dont follow guides 100 percent. To me that takes the….individuality out of it. Its no longer my character…but yours with my name on it…lol. But i do use them as a general help section i guess. My issue is…and this goes for pretty much all powers….is i like to be a jack of all trades/master of none type. So far i have seen nothing like this in DCUO. Do you know of any power that can handle a bit of everything? Im not greedy…i dont want natures healing with Quantum/Mental/Gadgets controls and Rages’s dps…lol. But i would like something that could help out in all areas if the need arises. As like a back up controller/healer with just ok dps….something like that would really fit my playstyle personally.

    Reply
    1. dcuobloguide Post author

      Hello Adam, thanks for your support and your comment. I know what you mean about helping a bit in every situation possible as whatever role needed. However, there is no way to handle a bit of everything with one power. This happens because of the 6 spot limited for powers in the characters loadout and necessary statistics to improve certain powers (restoration for healing powers or vitalization for power restoration).

      If you want to perform multiple roles you should consider having an extra Armory. Having 2 armories can let you be DPS role and your power Role (Tank, Healer, Controller). In case the main tank or healer die, you can switch to your imprinted role to help your group with the lacking role.

      Hope this answer your question and I want to congratulate you for finding your own personal playstyle 🙂

  54. PigDig

    My questions crosses both mental and gadgets. I have heard that they are the best two if you like to range dps. I have, and do play gadgets, and have done both hand to hand and range. Not much experience with Mental but just starting a character. Would you agree with the idea about range DPS and what weapon would you suggest for range on both. Have tried Bow and Rifle and can’t decide between the two. I know everybody usually says its your personal preference but as an experienced MMO’er I know that sometimes your personal preference can put you in a world of hurt in later game. Thanks.

    Reply
    1. dcuobloguide Post author

      Hi PigDig, thanks for your comment. You are correct mental and gadgets are the best free powers if you like to range DPS. However, Celestial and Rage are considered the most powerful range DPS in game nowdays. I will suggest you to use Rifle, it will help you to increase your hit counter faster and it will regenerate your power fast.

    1. dcuobloguide Post author

      Hi AoF520
      For hand blasters combo i can suggest you to unlock:

      Range: Meteor Blast, Solar Flame, Power Discharge, Pulse Beam
      Melee: Fist Slam, Uppercut (both of them are optional)

  55. Ryan

    I’ve been following these guides for good DPS setups and the ones i can use turn out relatively well, but i’m not quite sure what trinket would be best. Should i use 1 that boost my DPS stats, or my Roles class stats( i.e Healer).

    Reply
    1. dcuobloguide Post author

      Hi ryan, you must always boost your main role. If you are mental DPS you should get the might trinket, if you are controller get vitalization trinket 🙂

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