DC Universe Online Mental Power

Mental Power

Users of Mental Powers in DC Universe Online are considered 'controllers', and they are good for crowd control and area of effect damage. They can move objects with their minds to defend themselves, or create illusions to confound their enemies. Mental Powers branch off in the following two ways: Telekinisis & Illusion.

Controller - In the role of a Controller, you gain 350 vitalization, you gain a 65% increase in dominance, and the strength of all Controller effects is magnified.

PVP - Playing a Controller role, you have a special advantage versus Nature and Sorcery users. If you target them with your super powers you drastically reduce their ability to heal in their Healing role. Attacking them may inspire Confidence within you, briefly increasing your damage to 35%.

I have compiled the complete list of Mental Powers in specialization and tier order:

DC Universe Online Powers - Mental Power
DC Universe Online Powers - Mental Power

Telekinisis

With the brute force of your will, you can create force fields that encase enemies or send them flying down the street. Lift that car beside you and slam it down on an enemy without moving a muscle.

Specializing in this tree will grant you +1% critical attack chance and +35 Power.

Tier 1

Telekinesis
Lifts and holds enemies helplessly in the air while hurling nearby objects at them
[Control Role] Restores Power to group members over time
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)

Tier 2

Psychic Resonance
Unleashes a pulse of telekinetic energy at nearby enemies
[Power Interactions] Helpless enemies take additional damage; enemies in Ice, Nature, Mental or Gadgets encasements will explode and damage other enemies
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds) 

Telekinetic Push
Projects a cone of mental energy that damages and knocks down enemies
[Power Interactions] Helpless enemies take additional damage
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)

Psychic Empowerment
Restores Power to the three most fatigued group members
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)

Tier 3

Bolt Barrage
[50% Supercharge Cost]
Devastates nearby enemies with a rapid-fire series of telekinetic bolts

Telekinetic Bolt
[Vulnerable to Interrupt]
Blasts out a cone of telekinetic energy
[Power Interactions] Helpless enemies take additional damage; enemies in Ice, Nature, Mental or Gadgets encasements will explode and damage other enemies
[Damage Role] Increases all damage by 60% until the hit counter resets (at least five seconds)
Prerequisite: Telekinetic Push

Bastion
[Usable While Controlled]
[100% Supercharge Cost]
Protects all teammates from damage with ethereal telekinetic bubbles

Tier 4

Pyrokinesis
Causes an enemy to burst into flames
[Power Interactions] Inflicts Burning to cause damage over time; Helpless enemies take additional damage; enemies Encased by Ice, Nature, Mental or Gadgets will explode and damage nearby enemies
[Damage Role] Increases all damage by 45% until the hit counter resets (at least five seconds)
Prerequisite: Psychic Resonance

Thought Bubble
Encases an enemy in a force field
[Control Role] Reduces enemy defences
[Damage Role] Increases all damage by 45% until the hit counter resets (at least five seconds)
Prerequisite: Psychic Empowerment

Tier 5

Cryokinesis
Roots enemies around your target
[Power Interactions] Inflicts Frostbite to make enemies vulnerable to freezing effects; may encase Frostbitten enemies
[Control Role] Reduces the targets damage
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds) 
Prerequisite: Pyrokinesis

Mass Levitation
Levitates nearby enemies helplessly into the air
[Damage Role] Increases all damage by 60% until the hit counter resets (at least five seconds)
Prerequisite: Telekinetic Bolt

Telekinetic Shield
[Usable While Controlled]
Surrounds you with telekinetic force, preventing damage
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds)
Prerequisite: Thought Bubble

Illusion

By using your mental powers it is easy to make an enemy think you are someone else, creating opportunities for surprise attacks. Such power can even make an opponent think they see something that isn't there.

If you choose to specialize in the Illusion tree, you will be granted +5% critical attack damage and +1 stealth.

Tier 1

Psychic Blades
Flings a trio of Psychic Blades to assault enemies in their path
[Control Role] Restores power to group members over time
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)

Tier 2

Menace
Increases the odds of immobilizing your enemies with fear
[Control Role] Increases the stun duration on Terrified enemies
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)

Illusory Forms
[Out of Combat Only]
Disguises you in an anonymous or enemy form, allowing you to use special surprise attacks

Grandeur
[Usable While Controlled]
Fills nearby enemies with awe compelling them to attack other targets, frees you from control effects and prevents damage for a short time
[Damage Role] Increases all damage by 35% until the hit counter resets (at least five seconds)

Tier 3

Mass Hysteria
[100% Supercharge Cost]
Bestows a spectral form with increased offensive capabilities and powers of illusion
[Power Interactions] Inflicts Terror to stun and render enemies vulnerable to illusions

Terrorize
Freezes an enemy with fight
[Power Interactions] Inflicts Terror to make enemies vulnerable to illusions
[Control Role] Reduces the targets damage output
[Damage Role] Increases all damage by 40% until the hit counter resets (at least five seconds)
Prerequisite: Illusory Forms

Psychic Shield
[100% Supercharge Cost]
Protects you and group mates from damage with a mental projection

Tier 4

Phantom Flames
Psychically assaults your targets with the conviction they are aflame
[Power Interactions] Inflicts Burning to cause damage over time; Terrified enemies take additional damage
[Control Role] Reduces enemy defences
[Damage Role] Increases all damage by 45% until the hit counter resets (at least five seconds)
Prerequisite: Menace

Psychic Shock
Convince enemies they are being electrocuted
[Power Interactions] Electrified enemies, making them vulnerable to Electrified Power Interactions; Enemies afflicted with Terror have their maximum health reduced
[Damage Role] Increases all damage by 45% until the hit counter resets (at least five seconds)
Prerequisite: Grandeur

Tier 5

Horrific Visage
Disguises an enemy as a monster to terrify and confuse their allies
[Control Role] Reduces the targets ability to heal
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds)
Prerequisite: Phantom Flames

Mass Terror
Inflicts debilitating fear on multiple enemies
[Power Interactions] Inflicts Terror to make enemies more vulnerable to illusions
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds)
Prerequisite: Terrorize

Reflect Pain
Deflects damage back at your attacker when you are not blocking
[Damage Role] Increases all damage by 50% until the hit counter resets (at least five seconds)
Prerequisite: Psychic Shock

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