Mental DPS Guide
340,878 views | Mental / Powers / Traits

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 is updated to GU73. You can check videos from DCUO Youtubers below to learn more about other loadouts and rotations.

STAT POINTS PRIORITY

This Loadout is focused on Superpowered Playstyle allowing your character to deal heavy damage with Superpowers only. Players must unlock these stat points after unlocking required Weapon Combos (8 Skill Points) and Movement Innates (7 Skill Points)

  • Focus: Superpowered – Use 1 Skill Point
    • Unlock Main Weapon Mastery and Movement Abilities before unlocking this Stat
  • Critical Attack Chance – Use 20 Skill Points
    • Required: 10 Skill Points – Suggested: 15 Skill Points – Recommended: 20 Skill Points
  • Critical Attack Damage – Use 40 Skill Points
    • Required: 10 Skill Points – Suggested: 30 Skill Points – Recommended: 40 Skill Points
  • Might and Power – Use 175 Skill Points
    • Low Skill Points (less than 60): Spend Required skill points in Criticals before unlocking these Stats
    • Mid Skill Points (between 75 and 90): Spend Suggested Skill Points in Criticals before unlocking these Stats
    • Proper Skill Points (more than 100): Spend Recommended Skill Points in Criticals before unlocking these Stats
  • Health – Improve your survival once all Might and Power is unlocked

MENTAL DPS LOADOUT

Click Power Icons to display their Tooltip


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6A
  • Solo Rotation
    • Mass Levitation [1] (needs reload) > Pyrokinesis [2] (needs reload) > Psychic Shock [4] (spam it until refreshing Terrify effect)
  • Alerts and Raids Rotation
    • Mass Levitation [1] (needs reload) > Pyrokinesis [2] (needs reload) > Telekinetic Pull [3] > Psychic Shock [4] x3 > Telekinetic Pull [3] > Psychic Shock [4] (spam it until refreshing Terrify effect)

6A

6B
  • Robot Sidekick [6A] is great for having an additional Damage over Time. However, it will reduced your passive power regeneration
  • Psychic Prison [6B] is recommended for players who want to have an additional Damage over Time Area. However, this Area of Effect is not wide enough so the player must be very close to the targets to summon it
Invisibility Loadout

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  • By entering in the Invisibility Mode, players will be able to use any of the Supercharge Powers and they can also deal great damage by spamming Ambush: Sleep [1]
  • Ambush: Sleep [1] will retain Stealth. It also damage and stun your target which is why it deals greater damage than other superpowers.
    • This is great when dealing damage to a single target and you can stay in Stealth Mode

Rotation Tips

  • This Mental Loadout requires a lot of power to use their rotation which is why players should use their superpowers wisely to avoid being outpowered. This can be done by mixing weapon attacks for solos situations
  • Solo Rotation allows player to spend low power in battle by using only necessary superpowers making it viable for solo situations (Challenges, Duos, Missions)
    • This Rotation focus on dealing heavy damage with Terror effect. Using Mass Levitation [1] will inflict Daze and then Pyrokinesis [2] inflicts Terror effects on Dazed enemies.
    • Once you have your enemies in Terroryou should spam Psychic Shock [4] until Terror effect is off
  • Alerts and Raids Rotation has high-power consumption making it only viable when a controller is in the group.
    • This Rotation focus on dealing heavy damage with Daze (Mass Levitation [1]) and Terror (Pyrokinesis [2]) effects. Telekinetic Pull [3] and Psychic Shock [4] should be used until Daze and Terror effects are off
  • Enter to Stealth Mode, when you need to use your Supercharge powers or you are able to spam Ambush: Sleep [1] to a single target

Tactical MODS

  • WEAPON
    • Blast Adapter: Weapons attacks blast your target and five other nearby enemies for additional damage
    • Absorption Adapter: Weapon attacks have a chance to activate a shield, reducing damage by 75% until damage equal to 30% of your Health is prevented
  • NECK
    • Escalating Might: Increases your Might by 2% for 8 seconds when you hit an enemy with a harmful super power. Does not work with Supercharge powers
  • BACK
    • Breakout Regeneration: Gain Health regeneration for 4 seconds after using the Breakout ability
    • Berserker: Your damage output increases by an additional 10% when you Health drops below 35%
  • FEET
    • Deadly Block: Your Block Counter causes additional damage equal to 5% of your Precision
    • Explosive Block: Your Block Counter knocks enemies much further away and increases their helpless duration by up to 1 second
  • CHEST
    • Core Strength: Gain an additional 2% damage
  • HANDS
    • Max Damage: Using super powers increases damage by 2% for a short time

Equipmend MODS

  • RED SOCKET
    • Might
  • YELLOW SOCKET
    • Might & Power
  • BLUE SOCKET
    • Might & Health (improve survival)

VIDEO GALLERY

Mental DPS Loadout | Klipzy TopDM

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