Aion 2 Ranger PvE Build: Skills & Stigmas
Aion 2 Ranger PvE build checked against the EU client: skill ranks and Specialties, the four stigmas, Precision and Slow, Daevanion, Arcana and PvP swaps.
On this page
The Ranger is Aion 2's archer. In PvE it is a ranged damage dealer that fights from
20 m: it keeps a Critical Hit buff on itself, slows the target to unlock its hardest hits, and
fires a free arrow after every Critical Hit. This guide is a complete setup for the level-45 cap
on EU/NA. It covers where every skill point goes, which stigmas to run and when to swap one, how
to play a boss, the Daevanion route, what to aim for on Arcana and gear, and what changes for
PvP.
Skill values, costs, unlock levels and limits come from the EU/NA game client. Damage is written the way the tooltip builds it: a base value at the given skill level plus a share of your Attack. Lines marked Advice are our recommendations: the client doesn't say how every bonus combines, so no build order can be proven with numbers alone.
At a glance
- Role: ranged damage dealer. The party finder lists the Ranger as DPS only, and the kit has no party buff: your job is damage, from as far as 20 m.
- Main damage:
Deadshot, a charge skill with three charge levels that deals 35% more while you have Precision, and
Drill Dart, which can only be used right after you land a Critical Hit.
- Two conditions to keep up: Precision on yourself (from
Marking Shot) and Slow on the target (from
Snare Shot). Precision opens Suppressing Arrow, and Slow opens Burst Arrow.
- Max these first:
Deadshot,
Drill Dart,
Tempest Shot, and
Snipe, plus
Focused Eye as your first passive. Solo,
Snare Shot replaces
Snipe.
- Stigmas:
Vaizel's Authority,
Bow of Blessing,
Explosive Arrow, and
Griffon Arrow. Solo,
Arrow Storm replaces
Griffon Arrow.
- Positioning: anywhere within 20 m. Nothing in the kit depends on the side you shoot from.
- Daevanion: take the +1 nodes of your five main skills and five damage passives first, then the damage corners.
What a Ranger brings to a group
The kit rests on three ideas.
- Precision.
Marking Shot gives you Precision for 10 seconds: Critical Hit +300. While it lasts, Deadshot deals 35% more and
Suppressing Arrow becomes usable. Its cooldown is also 10 seconds, so the buff never has to drop.
- Critical Hits feed Drill Dart. Drill Dart lights up when one of your hits is a Critical
Hit. At skill level 10 it deals 829 + 115.5% of Attack to up to 4 enemies, gives back 100 MP
and leaves a Bleed for 6 seconds.
Hunter's Soul adds its own hit on Critical Hits, and
Concentrated Fire adds one on targets that take damage over time.
- Slowed targets take more.
Snare Shot slows up to 4 enemies for 5 seconds.
Burst Arrow can only be cast on a Slowed or Rooted target, the stigma
Explosive Arrow hits such targets 20% harder, and
Rooting Eye adds damage to every hit on them.
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 explains how to collect all of these while you level.
What skills cost:
- Every active and passive starts at rank 1 for free once it unlocks. Ranks 2 to 10 cost 1, 1, 1, 2, 2, 2, 4, 4 and 4 SP, so a skill costs 21 SP to reach rank 10 (13 SP to rank 8).
- The Ranger has 22 such skills (12 actives and 10 passives). Maxing all of them costs 462 SP, 79 more than the free total, so you have to choose.
- Each rank also needs a character level. For most skills, rank 2 opens with the skill and each further rank needs 3 more levels. Melee Fire, Revitalization Contract and Hunter's Soul are the exceptions: all their ranks open at once.
- Skill points stop at rank 10, but a skill can go up to level 40. The extra levels come from Daevanion nodes (+1 per board, so +4 from the four PvE boards), +1 skill lines on gear and skill lines on Arcana cards (up to +4 each).
Specialties are what make skill levels above 8 worth chasing. Each active skill has five Specialty options: three unlock at skill level 8, one at 12 and one at 16. You can equip one option at skill level 8, two at 12 and three at 20, so you always pick three of the five. Passives have no Specialties. Skill and Specialty resets are free, so experimenting costs nothing.
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
Specialty order (Advice). The first slot opens at skill level 8, the second at 12 and the third at 20. The option texts are the client's.
Deadshot: +30% Skill Speed, then "Ignores Block and Evasion and lands as Multi-Hit" (needs 12), then extra damage on hit (needs 16).
Drill Dart: +20% Skill Speed, then Multi-Hit on hit (needs 12). From skill level 16, "Activates Drill Dart 1 extra time" replaces Skill Speed until level 20 opens the third slot.
Tempest Shot: Up to 12% more damage when fewer targets are hit, then +10% skill Critical Hit. From skill level 16, +20% Skill Speed replaces the Critical Hit option until level 20.
Snipe: +50% Multi-Hit on hit, then −1 s Deadshot cooldown per hit (needs 12). From skill level 16, the fourth chain step Tempest Arrow replaces the cooldown option until level 20.
Gale Arrow: +5 s duration, then a stronger buff when fewer targets are hit (needs 12). From skill level 16, −10 s cooldown replaces the duration option until level 20.
Burst Arrow: +50% Multi-Hit on hit, then up to 20% more damage when fewer targets are hit (needs 12), then a 25% chance to reset its cooldown (needs 16).
Snare Shot: Usable while moving, then the Shackling Arrow follow-up (needs 12), then +20% Skill Speed.
Marking Shot: +5 s duration, then one extra consecutive use (needs 12), then "Ignores Block and Evasion and lands as a Critical Hit" (needs 16).
Defiance: Restores 20% HP on use, then +2 s Tenacity, then Damage Tolerance while Tenacity lasts.
Suppressing Arrow: +50% Multi-Hit on hit, then +20% Skill Speed.
Arrow Scattershot: Restores 120 MP on hit, then Multi-Hit on hit, then −1 s to all cooldowns per hit.
Explosion Trap: None at rank 1. The trap is set at your feet, and a Ranger fights from range.
Some details behind those picks:
- Deadshot (20-second cooldown, 200 MP) has three charge levels. At skill level 10 it deals 1,852 + 188.25% of Attack uncharged and 5,557 + 564.75% at full charge, and 35% more under Precision.
- Snipe and its follow-ups
Rapid Fire and
Spiral Arrow cost nothing and restore 120, 120 and 150 MP. Each step must follow the previous one within 3 seconds. At skill level 16,
Tempest Arrow becomes a fourth step that restores 180 MP and hits about three-quarters as hard as the first three together.
- Tempest Shot (120 MP, no cooldown) hits up to 4 enemies around the target. It is your filler when MP allows.
- Gale Arrow (1,804 + 203.5% of Attack at level 10, 20-second cooldown, 200 MP) gives you Gale for 10 seconds: Combat Speed +7% and PvE Damage Boost +7%. With +5 seconds it covers 15 of every 20 seconds, and with −10 seconds of cooldown it never drops.
- Burst Arrow (2,125 + 225.5% of Attack at level 10) and Suppressing Arrow (1,414 + 150%) cost no MP and have 20-second cooldowns. Both wait for a condition: Slow or Root on the target for the first, Precision on you for the second.
- Defiance goes to rank 10 for its 20% heal and a shorter cooldown (60 seconds at rank 1, 51 at
rank 10). If you rarely need it, leave it at rank 1 and finish
Vigilant Eye with the points.
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, 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). Reaching level 5
costs 5 shards, level 10 costs 15, level 15 costs 35 and level 20 costs 75. Every fifth level
adds a fixed tier bonus automatically. Levels only give 29 shards by level 45, plus one
Stigma Shard (Bound) from the third Ascension, so four stigmas at level 20 (300 shards) are a
long-term goal. Stigma levels above 20 can't be bought in the current EU/NA build.
The recommended stigmas
The group build runs Vaizel's Authority,
Bow of Blessing,
Explosive Arrow, and
Griffon Arrow. The solo build takes
Arrow Storm instead of
Griffon Arrow. 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 positioning
Before the pull
- Stand within 20 m of the boss and out of its frontal attacks. Every skill of the build reaches 20 m.
- Turn on Power Shards (see below) for boss fights.
Opening
Advice. One way to open:
Marking Shot for Precision. It also moves you a step in the direction you hold.
Snare Shot for the Slow.
- Vaizel's Authority and Bow of Blessing, then Gale Arrow for Gale.
- Deadshot at full charge, then Explosive Arrow, Burst Arrow and Griffon Arrow.
The loop
- Keep Precision up. Cast Marking Shot every 10 seconds. Suppressing Arrow lights up while Precision is active: use it on cooldown.
- Drill Dart after every Critical Hit. It has a 5-second cooldown, and its Bleed keeps Concentrated Fire working.
- Snare Shot every 15 seconds, then Burst Arrow while the Slow lasts. If the Slow doesn't land on a target, Burst Arrow stays dark: fill with Tempest Shot instead.
- Deadshot and Gale Arrow on cooldown (20 seconds each). Charge Deadshot fully whenever the boss lets you stand still.
- Fill the gaps with Tempest Shot, and with the Snipe chain when your MP runs low.
Cooldown rhythm (derived from the cooldowns). Vaizel's Authority comes back every 60 seconds and Bow of Blessing every 120, so pair them on every second Vaizel's Authority. At stigma level 5, Explosive Arrow is ready every 30 seconds: cast it right after Snare Shot.
MP
Deadshot, Gale Arrow and Griffon Arrow cost 200 MP each, Snare Shot 150, Tempest Shot 120 and Marking Shot 50. Drill Dart, Burst Arrow, Suppressing Arrow, Explosive Arrow and the two buffs cost nothing. The Snipe chain gives back 390 MP (570 with Tempest Arrow) and each Drill Dart 100.
Stagger
When the boss is Staggered, switch to Arrow Scattershot. It only hits Staggered
targets, has no cooldown and costs no MP. Stagger Gauge Damage per cast: Explosive Arrow and
Griffon Arrow 20; Burst Arrow 15; Deadshot 10 to 16, by charge level; Snare Shot,
Gale Arrow and Suppressing Arrow 10; Marking Shot 7; Drill Dart 5; Tempest Shot 1. The
Snipe chain deals none.
Staying alive
- Distance is your defence. Marking Shot moves you in the direction you hold, so it doubles as a sidestep.
- Defiance removes Stun, Knockdown, Airborne, Grab, Frost and Fear and makes you immune for 5 seconds. With its level-8 option it also restores 20% HP. Cooldown reduction doesn't affect it.
- Revitalization Contract heals 44% of your Max HP once a minute when you drop to 10% HP.
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 gives +5% damage and
Superior Power Shard gives +10%. The bound Power Shard costs 10 Kina in the General Shop, and
Superior Power Shards come from Substance Morph.
To switch them on, open the Power Shard settings, click the slot and drag a shard down into it. After that, the Activate/Deactivate Power Shard key (G by default) turns them on and off, and you need a weapon equipped. Advice: turn them on for bosses and off for trash.
The built-in macro
The game has its own skill macro, in Skill Settings > Macro:
- Add steps with Add Macro and give each step a delay between 10 ms and 9,900 ms.
- On PC, bind it under Settings > Key Settings > General > Macro. It runs while you hold the key.
- Anything you press yourself while it runs takes priority.
- The macro keeps trying to move to the next step, so the client doesn't guarantee step order. A step that can't be used yet is passed over.
- Changing skill presets stops a running macro. A key bound to a mouse button doesn't work in AION 1 Control Mode.
Advice: a filler macro. Three steps, Drill Dart, Suppressing Arrow and Tempest Shot, each with the 10 ms minimum delay. The first two are skipped until their condition is met (a Critical Hit for Drill Dart, Precision for Suppressing Arrow), so the macro fires them the moment they light up and fills with Tempest Shot in between. Keep Deadshot on its own key: it is a charge skill, and you decide how long to hold it.
"Macro" is one of the reasons in the game's player-report menu. 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 Ranger 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.
The corner nodes are the strongest ones (Unique grade, 4 crystals, +1.5% each):
- Nezekan (opens at level 12): 2 Combat Speed and 2 Cooldown Reduction corners.
- Zikel (level 20): 2 Damage Boost corners, plus 2 Damage Tolerance corners for defense.
- Vaizel (level 30): 2 Critical Damage Boost corners, plus 2 Critical Damage Tolerance corners for defense.
- Triniel (level 40): 3 Multi-hit Chance corners, plus 3 Multi-hit Resist corners for defense.
Other nodes:
- Blue nodes (Epic grade, 3 crystals) give +1 level to one active skill. Each board has one for every active, so each active can gain +4.
- Green nodes (Rare, 2 crystals) give +1 level to a passive. Nezekan and Zikel have five passives twice each, and 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 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 Deadshot, Drill Dart, Tempest Shot, Snipe and Gale Arrow. At 3 crystals each, they raise your main hits.
- The +1 nodes of the five damage passives: Focused Eye, Hunter's Resolve and Concentrated Fire (twice each on Nezekan), Hunter's Soul and Rooting Eye (twice each on Zikel).
- The damage corners listed above.
- With what's left, Zikel's two Damage Tolerance corners, then the +1 nodes of Burst Arrow.
Following the cheapest connected paths, steps 1 and 2 cost about 210 crystals and steps 1 to 3 about 275 (roughly 75 on Nezekan, 61 on Zikel, 65 on Vaizel and 74 on Triniel). Step 4's two corners take it to about 285 (our estimates on the client's board layouts). All of that fits inside the 316 free crystals and puts the 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 Deadshot 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); no current Daeva Pass on EU/NA contains them. Deus Research Base drops Chalice, Compass and Bell cards, and Shattered Arkanis drops Chalice, Parchment and Mirror. You need both dungeons to fill all five slots. The Arcana guide covers enhancing, transmuting and drop rates in detail.
What each slot can roll for a Ranger, and what to aim for (Advice):
- Chalice: any of the 22 skills. Aim for: Deadshot (only the Chalice and the Compass can roll it).
- Parchment: Snipe, Drill Dart, Burst Arrow, Snare Shot, Explosion Trap, Tempest Shot. Aim for: Drill Dart, Tempest Shot and Snipe.
- Compass: Deadshot, Suppressing Arrow, Marking Shot, Gale Arrow, Defiance, Arrow Scattershot. Aim for: Deadshot and Gale Arrow.
- Bell: Vigilant Eye, Wind Vigor, Hunter's Resolve, Rooting Eye, Revitalization Contract. Aim for: Hunter's Resolve.
- Mirror: Concentrated Fire, Focused Eye, Unyielding Resolve, Melee Fire, Hunter's Soul. Aim for: Focused Eye and Hunter's Soul.
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.
- Fill all five slots with whatever drops first: even a white card brings a main stat and a skill line. Care about which skill lines you rolled from blue (Epic) cards up.
- Aim for four Vigor cards for the set: at 20 m a Ranger spends most fights above 70% HP. Use the fifth slot for the best skill lines you own. A Magic card there, such as
Bell of Magic, also brings an offensive main stat.
- 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.
- Precision: Accuracy and Critical Hit. Critical Hits open Drill Dart and trigger Hunter's Soul.
- 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, and armor, cape, necklace and earrings +1 to a random passive. Two +1 Snipe lines (or one Arcana line at +2) take it from 14 to 16 and add Tempest Arrow to the chain.
- Combat Speed. More arrows fit into the 10 to 20 seconds of your buffs.
- Weapon Damage Boost, then Damage Boost.
- Critical Hit, then Multi-hit Chance. The Precision buff of Marking Shot already adds 300 Critical Hit and Bow of Blessing 200 more, and 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 bow
line tops out at Splendent Wise Dragon Lord Bow (Elyos) and
Splendent Ebony Dragon Lord Bow (Asmodian), both item
level 102. The raid drop
Ludra's Fatal Bow has the same item level but rolls only three
sub-stats, so the crafted bow is the long-term target. The
soul binding guide and the
crafting guide cover rolls and recipes.
PvP: what changes
Our PvP builds keep Vaizel's Authority and trade the other three stigmas for survival and control. Treat them as a starting point: players have not settled on one four-stigma PvP set yet.
- Stigmas: Vaizel's Authority;
Mother Nature's Breath (PvP Damage Tolerance +10% and Critical Hit Resist +200 for 6 seconds; stigma level 5 removes damage over time and makes you immune to it);
Ambush Kick (moves you behind a target within 5 m, knocks it back and moves you away; a shield worth 10% of Max HP from stigma level 10); and a control pick:
Ensnaring Trap in duels (a trap that throws the target into the air for 3 seconds and removes up to 2 buffs from stigma level 10) or
Illusory Arrow in group fights (a Blind that hits an area from stigma level 10).
- Skills: Defiance, Snare Shot and Suppressing Arrow come first: the break, the Slow and the Stun keep a fight at range.
- Passives:
Unyielding Resolve, Revitalization Contract and Vigilant Eye go to rank 10, and Rooting Eye, Hunter's Soul, Concentrated Fire and Melee Fire stop at 8.
- Daevanion: the Azphel board (level 45) holds the PvP Damage Boost and PvP Damage Tolerance
corners. It is paid in
Daevanion Crystal: Azphel, a different crystal from the one of the four PvE boards.
The full sets are on the solo PvP build and the group PvP build pages.
Where to go next
- The Ranger class page has every skill with its tooltips. The recommended builds cover the four modes, and the community builds show what other players run.
- What to do at level 45: the order to take dungeons in and how to raise your item level. The 1,400 item level guide takes it from there.
- Leveling priorities: where the Wisdom Stones and Daevanion Crystals come from while you level.
- Alts and rerolls: if the Ranger 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.