Aion 2 Chanter PvE Build: Skills, Stigmas & Rotation
Aion 2 Chanter PvE build checked against the EU client: skill ranks and specialties, the four stigmas, party buffs, rotation, Daevanion route and Arcana.
On this page
The Chanter fights in melee with a staff and buffs everyone around it. In PvE it deals steady
melee damage while two always-on mantras raise the whole group's damage and toughness, and it
covers the gaps with a party heal and a passive barrier. This guide is a complete setup for the
level-45 cap on EU/NA: where every skill point goes, which four stigmas to run and when to swap
one, how to play a boss, the Daevanion route, and what to aim for on Arcana and gear.
Skill values, costs, unlock levels and limits come from the EU/NA game client. Lines marked Advice are our recommendations: the client has no damage formula, so no build order can be proven with numbers alone.
At a glance
- Role: damage dealer with party buffs and off-heals. The party finder lists the Chanter as Healer or Dealer. It has no resurrection skill, so it backs a Cleric up rather than replacing one.
- Main damage:
Dark Crush. It can only be cast for 2 seconds after
Spinning Strike or
Impactful Crush, or for 3 seconds after the stigma
Marchutan's Wrath. Your rotation is about opening those windows.
- Max these first:
Dark Crush,
Onslaught,
Spinning Strike, and
Recuperation, plus
Attack Preparation as your first passive.
- Stigmas:
Undefeated Mantra,
Power of the Storm,
Sprint Mantra, and
Impeding Authority. Solo,
Fracturing Blow replaces
Impeding Authority.
- Party reach: the mantras, the party heals and Power of the Storm reach 40 m and at most four people, you included. In an 8-player raid they only cover your own group.
- Daevanion: the +1 nodes of your five main actives and five damage passives, then the damage corners.
What a Chanter brings to a group
The kit is built on three ideas.
- Windows for Dark Crush. Dark Crush costs no MP and hits for 1,651 at skill level 10, but
the client only lets you use it right after one of four "ranged" skills: Spinning Strike and
Impactful Crush (2-second window), Marchutan's Wrath and
Ensnaring Mark (3 seconds). Spinning Strike is also your biggest single hit (7,204 at level 10) and each cast adds 15% Critical Damage Boost to you for 30 seconds, up to two stacks.
- Party multipliers.
Undefeated Mantra raises PvE Damage Boost for you and your group, with an equal gain in PvE Damage Tolerance, and every fifth stigma level adds a party-wide bonus.
Earth's Promise lowers the target's PvE Damage Tolerance on your hits, which helps everyone who hits it.
Power of the Storm speeds up the whole group for a burst.
- Off-healing.
Recuperation heals the party, removes a debuff and leaves a heal over time.
Protection Circle turns every tenth landed attack into a barrier for the group, and
Blessing of Life converts part of your Attack into Heal Boost.
Skill points: what you get and what things cost
Skill points (SP) come from one-time sources per character, and they add up to 383 by level 45:
| Source | Skill points |
|---|---|
| Character levels (the Skill menu opens at level 4) | 203 by level 45 |
| Regional quests (the green quests; 58 of them give a | 58 |
| The 60 Sealed Dungeons of your home region (2 Wisdom Stones each) | 120 |
| Ruins of the Ancient City of Roah, the level-45 Sealed Dungeon | 2 |
| Total | 383 |
The leveling priorities guide shows how to pick all of them up on the way to 45.
What skills cost:
- Every active and passive is free at rank 1 once it unlocks. Ranks 2 to 10 cost 1, 1, 1, 2, 2, 2, 4, 4 and 4 SP: 21 SP to reach rank 10, 13 SP to reach rank 8.
- The Chanter has 22 such skills (12 actives and 10 passives). Buying all of them to 10 costs 462 SP, 79 more than you will ever get for free.
- Ranks also need a character level. Usually rank 2 opens together with the skill and each later rank needs 3 more levels. Three passives open every rank at once: Earth's Promise at 21, Survival Willpower at 23 and Wind's Promise at 25.
- Points stop at rank 10, but a skill can reach level 40. The rest comes from Daevanion nodes (+1 per board, +4 from the four PvE boards), +1 skill lines from gear and skill lines on Arcana cards (up to +4 each).
Specialties are why a skill is worth raising beyond level 8. Every active skill has five Specialty options: three unlock at skill level 8, one at 12 and one at 16. Specialty slots open one at a time, at skill level 8, at 12 and at 20, so you pick three of the five. Passives have none. Resetting skills and Specialties is free.
The level-45 skill plan
Each card opens the full build: every skill rank and Specialty pick, the stigmas, the Daevanion route and the gear, with the game client's numbers. The notes below explain the choices. The level-by-level order, from level 1 to 45 with the Daevanion nodes of each level, is the leveling path: it follows the level gates and the points you really have at each level, and it is computed from the game client, so it always matches the builds above.
Active skills
Some details behind those picks:
- Dark Crush has a 5-second cooldown. Its level-16 option removes it, so from then on only the windows limit how often you cast it. Piercing Strike (2,459 damage at level 10) follows Dark Crush when the level-12 option is equipped.
- Onslaught is your MP engine. It and its follow-ups
Resonance Crush and
Bolt Crush cost nothing and restore 100, 100 and 120 MP; Storm Chain restores 180. Each step must follow the previous one within 3 seconds.
- Incandescent Blow (1,560 damage at level 10) and its follow-up
Bursting Blow (1,734) cost 120 MP each and have no cooldown. They are your filler when nothing else is ready.
- Heat Wave Blow (1,687 damage, no MP, 10-second cooldown) needs a Block first, and you rarely Block when the boss is on the tank. Rushing Smash's 50% option gives you a second way in, every 15 seconds.
- Wave Blow only works on a stunned target. Bosses ignore stuns and it only triggers 7% of the time against them, so it is a levelling and PvP skill. Its level-12 option cuts the target's PvE Damage Boost by 15% over 10 seconds, if you ever push it that far.
Stigmas
Stigmas are separate skills bought with Stigma Shards. They need character level 22 and the third Ascension, which you get from The One Who Hears the Voice (Elyos) or The One Who Hears the Voice (Asmodian), both recommended at level 22. The four stigma slots open at character level 22, then at 27, 32 and finally 37.
Each stigma level costs 1 shard (levels 1–5), 2 (6–10), 4 (11–15) or 8 (16–20), so level 5 costs
5 shards in total, level 10 costs 15, level 15 costs 35 and level 20 costs 75. Every fifth level
adds a tier bonus on its own, and the tiers add up. Levels give 29 shards by level 45, and the
third Ascension adds one Stigma Shard (Bound). Four stigmas at level 20 (300 shards) are a
long-term goal, and levels above 20 can't be bought in the current EU/NA build.
The recommended stigmas
The group build runs Undefeated Mantra,
Power of the Storm,
Sprint Mantra, and
Impeding Authority. The solo build takes
Fracturing Blow instead of
Impeding Authority. Each build page shows the level to aim for on each stigma.
After level 45, more Stigma Shards come from the Abyss Points shops (10,000 to 25,000 Abyss Points each), the Nightmare shop (1,500 Phantasmal Fragments each, 35 in total) and the Shugo Festival shop. Stigma resets are free, so you can move shards when you change your setup.
Boss rotation and support duties
Before the pull
- Switch on Undefeated Mantra and Sprint Mantra. They are toggles with no MP cost; leave them on for the whole fight.
- Stay within 40 m of your party, or the buffs and heals don't reach them.
- Turn on Power Shards (see below) for boss fights.
Opening
Advice. One way to open:
Rushing Smash onto the boss: a 20 m rush that restores 100 MP.
- Power of the Storm, so the party's Combat Speed and cooldown cuts cover the first burst.
- Spinning Strike, then Dark Crush inside its 2-second window (and Piercing Strike).
- Marchutan's Wrath if you run it as your fourth stigma (the builds list it as an alternative), then Dark Crush again within 3 seconds.
- Impactful Crush, then Dark Crush.
The core loop
Advice.
- Every Dark Crush comes right after an opener. Use Impactful Crush (15 s), Spinning Strike (25 s with its option) and Marchutan's Wrath (30 s, if you run it) on cooldown, and never let a window close unused.
- Fill the gaps with the Onslaught chain and Incandescent Blow plus Bursting Blow. Use Heat Wave Blow whenever it lights up.
- Spinning Strike on cooldown (derived from the client values). Its Critical Damage Boost lasts 30 seconds and its cooldown is 25 seconds with the level-8 option, so if each recast lands before the buff runs out, you hold both stacks (+30%) for the whole fight. Onslaught's level-12 option shortens that cooldown further.
- Cooldown rhythm. Power of the Storm comes back every 90 seconds at stigma level 5. Save it a few seconds if the boss is about to be Staggered, so the speed covers the stagger window.
MP
Spinning Strike costs 250 MP, Impactful Crush 100 and Incandescent Blow 120 per hit, while Dark Crush, Marchutan's Wrath and Heat Wave Blow cost nothing. When your MP runs low, run the full Onslaught chain (100 + 100 + 120 MP, more with its level-8 option) and use Rushing Smash (100 MP) off cooldown.
Stagger
Once a boss is Staggered, change to Gust Rampage. It only hits Staggered targets,
costs no MP and, with its level-8 option, restores 120 MP per hit. Stagger Gauge Damage per cast:
Spinning Strike 15; Rushing Smash, Impactful Crush, Wave Blow, Tremor Crush and Heat Wave Blow 10;
Dark Crush and Piercing Strike 5 each; Incandescent Blow and Bursting Blow 2 each. Onslaught and
Marchutan's Wrath deal none.
Support duties
- Use Recuperation when several party members are hurt or carry a debuff: it heals everyone within 40 m at once (678–746 HP at level 10, then 678 HP every 2 seconds for 8 seconds) and removes one debuff. With its level-8 option you can cast it twice in a row.
- Protection Circle needs no input: keep hitting and the party barrier comes back every 10 landed attacks.
- Defiance breaks Stun, Grab, Knockdown, Airborne, Fear and Frost, then makes you immune for 5 seconds. Cooldown reduction doesn't affect it.
- A Dodge opens
Tremor Crush for a gap-closing strike if you get knocked away from the boss.
Power Shards
Power Shards are a stackable consumable that adds damage to your attacks while they are switched
on, and they are used up as you attack. Power Shard adds +5% damage and
Superior Power Shard adds +10%. The bound Power Shard costs 10 Kina in the General Shop;
Superior Power Shards come from Substance Morph. Load them in the Power Shard settings, then
toggle them with the Activate/Deactivate Power Shard key (G by default) with a weapon
equipped. Advice: on for bosses, off for trash.
The built-in macro
The game has its own skill macro, under Skill Settings > Macro. Each step gets a delay between 10 ms and 9,900 ms, the macro runs while you hold its key (bound under Settings > Key Settings > General > Macro on PC), and anything you press yourself takes priority. The client doesn't guarantee step order, and a step that can't be used yet is skipped. Changing skill presets stops a running macro.
Advice: a window macro. Three steps at the 10 ms minimum: Impactful Crush, Dark Crush, then Spinning Strike. The Dark Crush step is skipped until Impactful Crush or Spinning Strike has opened a window, so the macro fires it the moment a window opens. Keep the Onslaught chain on your own keys for MP.
The game's player-report menu lists "Macro" as a reason. Use the in-game macro and leave third-party macro software alone.
Daevanion route
The Daevanion menu opens after the story quest Visions in Smoke (Elyos) or Urgent Pursuit (Asmodian), both recommended at level 13. A Chanter has four PvE boards, plus a fifth one at level 45 (Azphel) that holds only PvP and status-effect stats. Every node you take must connect to one you already have.
| Board | Opens at | Damage corners (Unique, 4 crystals, +1.5% each) | Defensive corners |
|---|---|---|---|
| Nezekan | 12 | 2 Combat Speed, 2 Cooldown Reduction | none |
| Zikel | 20 | 2 Damage Boost | 2 Damage Tolerance |
| Vaizel | 30 | 2 Critical Damage Boost | 2 Critical Damage Tolerance |
| Triniel | 40 | 3 Multi-hit Chance | 3 Multi-hit Resist |
Other nodes:
- Blue nodes (Epic grade, 3 crystals) give +1 level to one active skill. Every board carries one per active, so each active can gain +4. In the English client, Rushing Smash's node is labelled "Charging Smash".
- Green nodes (Rare, 2 crystals) give +1 level to a passive. Nezekan has Attack Preparation, Blessing of Life, Crossguard, Inspiring Spell and Protection Circle twice each; Zikel has Earth's Promise, Impact Hit, Raging Spell, Survival Willpower and Wind's Promise twice each; Vaizel and Triniel have all ten once each. So each passive can also gain +4.
- White nodes (Common, 1 crystal) give small flat stats such as Max HP +100 or Critical Hit +5.
The four boards are paid in Daevanion Crystal, and completing all of them costs 570. The
one-time sources give 316 by level 45: 136 from levels (4 per level from 12), 58 from Regional
quests, 120 from the home Sealed Dungeons and 2 from Roah. So route to what matters.
Advice: the route on each board.
- The +1 nodes of Dark Crush, Spinning Strike, Onslaught, Incandescent Blow and Recuperation.
- The +1 nodes of five passives: Attack Preparation and Inspiring Spell (two each on Nezekan), Earth's Promise, Impact Hit and Wind's Promise (two each on Zikel), and one each on the later boards.
- The damage corners from the table.
- With what's left, Max HP and Defense nodes, then the defensive corners.
Following the cheapest connected paths, steps 1 to 3 cost about 71 crystals on Nezekan, 67 on Zikel, 67 on Vaizel and 79 on Triniel, about 285 in all (our estimate on the client's board layouts). That fits inside the 316 free crystals and puts all ten skills at +4. The Daevanion Planner finds the cheapest path to any node you click. Resetting a node costs 500 Kina.
The Shugo Festival and Nightmare shops sell up to 100 more crystals per character (50 each) for the defensive corners later. The Daevanion guide covers the whole system.
Arcana goals
Arcana are five card slots that open at level 45. Each card has one Empyrean Lord stat and one to four random skill lines, depending on its grade (Common 1, Rare 2, Epic 3, Unique 4). Each line starts at +1 and grows to +4 as you enhance the card. Enhancing uses EXP and never fails; the cap is +2, +3, +4 or +5 by grade, and every level adds 1 item level. Skill levels from Arcana stack with Daevanion levels, and they are how Dark Crush gets to 16 and then 20.
Cards drop only in Transcendence (from item level 1,600; each Stage needs an S rank on the one before it). Deus Research Base drops Chalice, Compass and Bell cards, and Shattered Arkanis drops Chalice, Parchment and Mirror, so you need both to fill all five slots. The Arcana guide covers enhancing, transmuting and drop rates.
| Slot | Skills it can roll for a Chanter | Aim for (Advice) |
|---|---|---|
| Chalice | Any of the 22 skills | Dark Crush or Spinning Strike |
| Parchment | Dark Crush, Spinning Strike, Onslaught, Rushing Smash, Heat Wave Blow, Wave Blow | Dark Crush plus Spinning Strike: no other slot but the Chalice can roll them |
| Compass | Incandescent Blow, Impactful Crush, Tremor Crush, Recuperation, Gust Rampage, Defiance | Incandescent Blow and Recuperation |
| Bell | Blessing of Life, Protection Circle, Attack Preparation, Raging Spell, Survival Willpower | Attack Preparation |
| Mirror | Crossguard, Inspiring Spell, Impact Hit, Earth's Promise, Wind's Promise | Wind's Promise and Earth's Promise |
There are two card sets:
- "of Vigor" cards form Primal Vigor: +60 PvE Attack with 2 pieces and +150 with 4, while your HP is at 70% or more.
- "of Magic" cards form Magic Armor: an MP refill with 2 pieces and PvE Defense with 4.
The Empyrean Lord stat depends on the card. Each point gives +0.1% to the stats in brackets:
| Slot | "of Vigor" card | "of Magic" card |
|---|---|---|
| Chalice | Time (Combat Speed, Double Resist) | Space (Block, Move Speed) |
| Parchment | Life (HP, Regeneration) | Destiny (MP, Endurance) |
| Compass | Freedom (Accuracy, Evasion) | Death (Critical Hit, Regeneration Penetration) |
| Bell | Justice (Defense, Perfect Chance) | Destruction (Attack, Perfect Resist) |
| Mirror | Illusion (Cooldown, Endurance Penetration) | Wisdom (Double Chance, lower MP cost) |
Advice.
- Put whatever drops first into every empty slot: even a white card brings a main stat and a skill line. From blue (Epic) cards up, start caring about which skill lines you rolled.
- Aim for four Vigor cards for the set; a Chanter rarely holds the boss's attention, so it spends
most of the fight above 70% HP. In the fifth slot,
Bell of Magic brings Attack, which also feeds Blessing of Life's Heal Boost. The 185 community builds lean the same way: Chalice, Parchment and Compass of Vigor are their most used cards, and Bell of Magic their most used Bell.
- Don't Transmute early. It only makes Unique cards and costs 5
Mysterious Crystal (Bound) plus 2,000,000 Kina.
Stats and gear priorities
Primary stats (Advice, with client values). Each point gives +0.1%, and the order is:
- Might: Attack. Through Blessing of Life it also raises your heals.
- Precision: Accuracy and Critical Hit.
- Dexterity: Evasion, Block and Critical Hit Resist.
- Constitution: HP.
Might and Precision roll on weapons, necklaces, earrings and rings, while Dexterity and Constitution roll on armor and the cape, so they never compete for the same slot.
Sub-stats on gear (Advice). In this order:
- +1 skill lines. Weapons and rings can roll +1 to a random active skill (1 chance in 12 for each), and armor, cape, necklace and earrings +1 to a random passive (1 in 10). Two +1 Dark Crush lines (or one Arcana line at +2) take it from 14 to 16 and unlock "Removes Dark Crush cooldown".
- Combat Speed. More casts fit into each 2- or 3-second Dark Crush window.
- Critical Damage Boost and Weapon Damage Boost. Dark Crush always crits once its option is on, and Spinning Strike and Wind's Promise both raise Critical Damage.
- Double Chance, then Damage Boost. Critical Hit ranks lower here because your main hits are already guaranteed Critical Hits through their Specialties.
Weapon path. The crafted staff line tops out at Splendent Wise Dragon Lord Staff for Elyos and
Splendent Ebony Dragon Lord Staff for Asmodians (Unique, item level 102), which roll five soul-bind
sub-stats. The raid staff
Ludra's Heavenbound Staff has the same item level but only three, so the
crafted staff is the long-term target. The
soul binding guide and the
crafting guide cover rolls and recipes, and
how to reach item level 1,400 covers the gear climb.
Where to go next
- The Chanter class page has every skill with its tooltips. The recommended builds cover the Chanter's other modes, starting with the PvE group build.
- What to do at level 45: the order to take dungeons in and how to raise your item level.
- Leveling priorities: where the Wisdom Stones and Daevanion Crystals come from while you level.
- Alts and rerolls: if the Chanter is your second character, or your next one.
Try itHide the section
Try it
The tools that do what this guide explains, with the game client's own numbers.