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Classes13 min read

Aion 2 Cleric PvE Build: Skills, Stigmas & Healing

Aion 2 Cleric PvE build checked against the EU client: skill ranks and specialties, the four stigmas, healing priority, Daevanion route and Arcana.

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The Cleric carries a mace and heals, and it is the only class the party finder lists purely as a Healer. In PvE it keeps the group alive with three short-cooldown heals, but it never just waits: most of its sustain and a good share of its MP come from hitting the boss between heals. This guide sets up a Cleric for the level-45 cap on EU/NA: where the skill points go, which four stigmas to slot and when to change one, how to split your attention between healing and damage in a boss fight, the Daevanion route, and what to chase on Arcana and gear.

Data and advice

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 or healing formula, so no build order can be proven with numbers alone.

At a glance

What a Cleric brings to a group

Four parts of the kit shape how you play it.

  1. Heals scale with Attack. Healing Enhancement converts your Attack into Heal Boost: 22.4% of it at skill level 1, 26% at 10 and 30% at 20. The client converts weapon Attack, flat Attack and Attack % alike, so the same gear that raises your damage also raises your heals.
  2. Attacking is healing. Radiant Benediction heals you and every party member within 40 m whenever one of your attacks lands (5-second cooldown), and Empyrean Lord's Grace adds extra damage on hit. A Cleric that keeps attacking between heals heals more than one that waits.
  3. An MP engine that costs nothing. Earth's Retribution costs no MP and restores 110. It always opens Thunder and Lightning (another 110 MP), which can open Discharge (150 MP, 30% of the time). Condemnation, Radiant Recovery and Light of Regeneration cost no MP either; Healing Light costs only 50.
  4. Party debuffs and buffs. Chain of Torment cuts 5% off the target's PvE Damage Tolerance, so the whole party hits harder, and Debilitating Mark lowers its PvE Damage Boost by 5%, so the boss hits softer. Both go up by another 10% with a level-12 Specialty. On top of that, the stigma Light of Protection raises the whole group's PvE Damage Boost and Damage Tolerance.

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:

SourceSkill points
Character levels (the Skill menu opens at level 4)203 by level 45
Regional quests (the green quests; 58 of them give a Wisdom Stone (Bound))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 Dungeon2
Total383

The leveling priorities guide shows how to pick all of these up on the way to 45.

What skills cost:

  • An active or passive is rank 1 for free as soon as 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 Cleric has 22 of these skills (12 actives and 10 passives). Rank 10 on all of them would cost 462 SP, 79 more than you can collect, so some skills stay lower.
  • Each rank also has a character-level gate. Most skills open rank 2 together with rank 1 and then one rank every 3 levels. Earth's Grace (level 21), Survival Willpower (23) and Radiant Benediction (25) open all ten ranks at once.
  • SP stop at rank 10, but a skill can climb to level 40. The levels above 10 come 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 open 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 always run three of the five. Passives have no Specialties. 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:

  • Healing Light heals two people per cast: you and the party member with the lowest HP within 40 m, with no target needed. Its extra consecutive uses let you land several heals on whoever is lowest in quick succession, which is why that option comes first.
  • Radiant Recovery heals the whole party within 40 m and removes one debuff from each member. At 9 seconds after its first Specialty, it is your most frequent party-wide heal.
  • Light of Regeneration heals you and the party every 2 seconds for 30 seconds, on a 30-second cooldown, so it can run almost all the time. Cast it before predictable damage, not after.
  • Condemnation can only target an enemy under Chain of Torment. Chain of Torment's damage over time lasts 10 seconds (13 with its first Specialty) on a 20-second cooldown, so each cycle has a short gap when Condemnation is unavailable. Fill it with heals and the Earth's Retribution chain.
  • Defiance at rank 8 unlocks Blessing of Regeneration: a follow-up that heals you and restores 40% of your MP, with its own 120-second cooldown. Defiance itself removes Stun, Knockdown, Airborne, Grab, Frost and Fear and gives 5 seconds of immunity.
  • Lightning Strike Scattershot only hits a target that is Staggered, and Divine Aura can't be cast while moving. Judgment Thunder is the one area attack you spam (120 MP, no cooldown) and chains into Divine Punishment.

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. Stigma slots open at level 22, then 27, 32 and 37, four in total.

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 fixed tier bonus automatically. Levels give 29 shards by level 45, plus one Stigma Shard (Bound) from the third Ascension. Stigma levels above 20 can't be bought in the current EU/NA build.

The group build runs Prayer of Amplification, Light of Protection, Earth Punishment, and Absolution. The solo build takes Noble Aura instead of Absolution. 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 healing priority

Before the pull

  • Switch Light of Protection on. It is a toggle, so it stays up between fights.
  • Top up with Light of Regeneration if the pull opens with damage: it lasts 30 seconds.

Opening

Advice. One way to open:

  1. Chain of Torment on the boss: −5% PvE Damage Tolerance (−15% with the level-12 Specialty) for the party to exploit, and the mark Condemnation needs.
  2. Debilitating Mark: −5% PvE Damage Boost on the boss (−15% with its Specialty), and with its first Specialty it costs nothing and returns 150 MP.
  3. Earth Punishment, then Condemnation again and again while its damage over time is on the boss.

The Condemnation window

From skill level 12, Condemnation's second Specialty resets its cooldown whenever it lands a Critical Hit. Earth Punishment at stigma level 5 makes every Condemnation on its target a Critical Hit. Together, Condemnation can be recast as soon as each cast ends, for as long as both Chain of Torment and Earth Punishment are on the boss. Both effects are client text; how many casts fit in a window depends on your speed.

Cooldown rhythm (derived from the cooldowns). Earth Punishment comes back every 30 seconds and Chain of Torment every 20, so both line up every 60 seconds. Cast Chain of Torment first, then Earth Punishment, and the window runs for the full 10 seconds of Earth Punishment.

Healing priority

Advice, in order:

  1. Radiant Recovery when several people take damage or carry a debuff (9 s cooldown with its first Specialty).
  2. Healing Light when one person (usually the tank) drops. It also heals you.
  3. Light of Regeneration on cooldown during heavy phases.
  4. Absolution for the big party-wide hit, or to strip two debuffs at once.
  5. If you slot Summon Resurrection in place of the fourth stigma, use it as soon as someone falls; it has a 40 m range.

Every second you are not healing, attack: Radiant Benediction turns those hits into extra party healing.

MP

  • Run the Earth's Retribution chain (Thunder and Lightning, then Discharge) whenever your MP drops. With its first Specialty, Discharge fires 50% of the time.
  • Condemnation's first Specialty returns 100 MP per hit, and Lightning Strike Scattershot's 120 MP on a Staggered boss.
  • Keep Defiance with its Blessing of Regeneration chain as your emergency MP: 40% back every 120 seconds.

Stagger

While a boss is Staggered, spam Lightning Strike Scattershot: no cooldown, no MP. Stagger Gauge Damage per cast: Bolt 20–35 (by charge level), Earth Punishment 20, Chain of Torment and Debilitating Mark 10, Condemnation 7, Judgment Thunder 2.

Staying alive

  • Defiance removes Stun, Knockdown, Airborne, Grab, Frost and Fear and makes you immune for 5 seconds. Cooldown reduction doesn't affect it.
  • Prayer of Concentration triggers by itself at 50% HP: a shield and +20% Heal Boost for 30 seconds. Know when its 60-second cooldown is running.
  • Healing Light always includes you, so keep casting it when you are the one being hit.

The built-in macro

The game's own macro (Skill Settings > Macro) runs while you hold its key, passes over a step that can't be used yet, and gives way to anything you press yourself. Steps take a delay between 10 ms and 9,900 ms.

Advice: a Condemnation macro. Three steps, Chain of Torment, Earth Punishment and Condemnation, each at the 10 ms minimum. Hold it in the damage window and press your heals by hand: what you press yourself goes first.

Only the built-in macro

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 Cleric has four PvE boards, plus a fifth at level 45 (Azphel) with only PvP and status-effect stats. Every node you take must connect to one you already have.

BoardOpens atDamage corners (Unique, 4 crystals, +1.5% each)Defensive corners
Nezekan122 Combat Speed, 2 Cooldown Reductionnone
Zikel202 Damage Boost2 Damage Tolerance
Vaizel302 Critical Damage Boost2 Critical Damage Tolerance
Triniel403 Multi-hit Chance3 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.
  • Green nodes (Rare, 2 crystals) give +1 level to a passive. Nezekan and Zikel each hold five passives twice, Vaizel and Triniel hold all ten once, so each passive can also gain +4.
  • White nodes (Common, 1 crystal) give small flat stats such as HP +100 or MP +50.

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, 58 from Regional quests, 120 from the home Sealed Dungeons and 2 from Roah.

Advice: the route on each board.

  1. The +1 nodes of Radiant Recovery, Healing Light, Light of Regeneration, Condemnation and Chain of Torment.
  2. The +1 nodes of Healing Enhancement, Radiant Benediction, Empyrean Lord's Grace and Earth's Grace.
  3. The damage corners from the table. Cooldown Reduction on Nezekan also brings your heals back sooner.
  4. With what's left, Zikel's two Damage Tolerance corners, then HP and Defense.

Following the cheapest connected paths, steps 1 and 2 cost about 185 crystals, steps 1 to 3 about 265 (roughly 68 on Nezekan, 60 on Zikel, 64 on Vaizel and 73 on Triniel), and step 4's two corners take it to about 276 (our estimates on the client's board layouts). All of that fits in the 316 free crystals and puts the nine skills at +4. The Daevanion Planner finds the cheapest path to any node you click. 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. Arcana skill levels stack with Daevanion levels: they are how Condemnation reaches 16 and then 20. Cards drop only in Transcendence, from Deus Research Base (Chalice, Compass and Bell) and Shattered Arkanis (Chalice, Parchment and Mirror). The Arcana guide covers enhancing, transmuting, the two card sets and drop rates.

SlotSkills it can roll for a ClericAim for (Advice)
ChaliceAny of the 22 skillsCondemnation or Radiant Recovery
ParchmentEarth's Retribution, Debilitating Mark, Chain of Torment, Condemnation, Radiant Recovery, BoltCondemnation and Radiant Recovery
CompassJudgment Thunder, Divine Aura, Light of Regeneration, Healing Light, Lightning Strike Scattershot, DefianceHealing Light and Light of Regeneration
BellWarm Benediction, Empyrean Lord's Grace, Immortal Veil, Prayer of Concentration, Survival WillpowerEmpyrean Lord's Grace
MirrorEmpyrean Lords' Benediction, Healing Enhancement, Heal Block, Radiant Benediction, Earth's GraceHealing Enhancement, Radiant Benediction, Earth's Grace

Advice.

  • Put the first cards you get into every empty slot; care about the skill lines from blue (Epic) cards up.
  • Aim for four "of Vigor" cards. Their set, Primal Vigor, adds PvE Attack while your HP is at 70% or more, and a healer spends most fights above that.
  • Condemnation and Radiant Recovery share the Chalice and the Parchment, so a Parchment that rolls both is the card to keep.

Stats and gear priorities

Primary stats (Advice, with client values). Each point gives +0.1%, and the order is:

  1. Might: Attack, which raises both your damage and, through Healing Enhancement, your heals.
  2. Precision: Accuracy and Critical Hit.
  3. Constitution: HP.
  4. Dexterity: Evasion, Block and Critical Hit Resist.

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. +1 skill lines. Weapons and rings can roll +1 to a random active skill, and armor, cape, necklace and earrings +1 to a random passive. Lines on Condemnation and the heals push them toward skill level 20, where the third Specialty slot opens.
  2. Cooldown Reduction, then Combat Speed. Your heals and Earth Punishment are on fixed cooldowns, and Condemnation's reset rewards fast casts.
  3. Damage Boost, then Critical Hit. Earth Punishment already makes Condemnation crit, so Critical Hit matters most for the rest of your attacks. The client caps the critical rate at 50% (the target's Critical Hit Resist lowers it).

Weapon path. At level 45, crafted Dragon Lord weapons roll five sub-stats. The crafted mace line tops out at Splendent Wise Dragon Lord Mace (Elyos) and Splendent Ebony Dragon Lord Mace (Asmodian), both item level 102. The raid drop Ludra's Fatal Mace has the same item level but rolls only three sub-stats, so the crafted mace is the long-term target. The soul binding guide and the crafting guide cover rolls and recipes.

Where to go next

The game data on Aion2.gg comes from the EU/NA game client, version 2.0.7.0 (Steam build 25926599), extracted on October 16, 2026.
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The tools that do what this guide explains, with the game client's own numbers.

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