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PvE · Global Season 1

Cleric

The healer who levels by hitting: Chain of Torment marks the target, Condemnation punishes it, and every hit heals the party.

Role
Healer · earth and lightning damage
Difficulty
ModerateModerate

01Overview

In AION 2 dungeons the Cleric is a healer that has to deal damage: rewards depend on your contribution, and a Cleric who only heals can walk out with nothing. Your party has plenty of dodges and invulnerabilities of its own — top people up after hits, and put everything else into damage.

The build in one sentence

Earth Punishment makes Condemnation always crit, and a crit resets Condemnation — so it fires with no cooldown, while Divine Aura, Bolt and Noble Aura add damage on top.

02Global Season 1: What Changes

Global servers open on October 5, 2026 (Founder's early access from September 30). What that means for the Cleric:

  • You are paid for damage. Dungeon rewards depend on your contribution, so a Cleric who only heals can leave with nothing — this whole build is about dealing damage while healing on the side.
  • Bigger groups (5-player expeditions, 10-player sanctuaries): with a Chanter in the party your mantra doesn't stack with theirs — swap Light of Protection out.

03PvE Build Summary

Almost everything goes into damage. The heals that matter need 16: Healing Light and Radiant Recovery.

  • Condemnation16 → 20
    The most important skill on your bar: +12% on a single target and a cooldown reset on crit. At 20 add MP if mana is short, Multi-Hit if not.
    • 8Up to +12% damage when less targets hit
    • 12Resets cooldown on landing a Critical Hit with [Condemnation]

    + All specializations

  • Divine Aura16 → 20
    Underrated: it deals damage in parallel with you, so the longer it stays up the better — at 16 take +3s and −10s cooldown, at 20 add the aura's attack speed. For farming aLuckyRO takes the AoE pick (up to four mobs) instead of +3s.
    • 12+3s [Divine Aura] duration
    • 16-10s cooldown

    + All specializations

  • Bolt16 → 20
    Your strongest hit. Charge it fully. +30% skill speed, +20% damage on a single target; at 20 add the guaranteed crit.
    • 8+30% Skill Speed
    • 12Up to +20% damage when less targets hit

    + All specializations

  • Constant damage and animation cancel; the Divine Punishment pick roughly doubles it. At 20 add −20% MP.
    • 8Deals up to 12% more damage when less targets are hit
    • 16Activates [Divine Punishment] 1 extra time

    + All specializations

  • Only during Stagger, but every hit cuts all your cooldowns by 1s.
    • 12Multi-Hit on hit
    • 16-1s all skill cooldowns on hit

    + All specializations

  • Near-cooldownless quick heal: +2 uses and +2% HP (scales with heal boost). At 20 add −2s.
    • 8+2 consecutive uses
    • 12+2% HP restored

    + All specializations

  • Your strongest heal outside stigmas; removes a debuff. At 20 add −3s.
    • 16+5% HP restored

    + All specializations

  • Basic attack used to cancel animations: Discharge chance and −7s Bolt cooldown on Discharge.
    • 8+20% [Discharge] Chain Skill trigger chance
    • 12-7s [Bolt] cooldown on landing [Discharge]

    + All specializations

  • −15% Defense on the boss and less damage from it.
    • 8-15% target Defense for duration of Damage over Time
    • 12+10% PvE Damage Boost reduction and +5% PvP Damage Boost reduction

    + All specializations

  • Exists to enable Condemnation; −10% PvE damage tolerance on the boss.
    • 8+3s Damage over Time
    • 12+10% PvE Damage Tolerance reduction and +5% PvP Damage Tolerance reduction

    + All specializations

  • Recast on cooldown; at 16 take the 5% tolerance pick.
    • 8+5% Defense while healing
    • 16+5% PvE Damage Tolerance and +2.5% PvP Damage Tolerance during healing

    + All specializations

  • CC break; 10% HP and +2s immunity.
    • 8Restores 20% HP on using [Defiance]
    • 12+2s Tenacity duration

    + All specializations

04Recommended Skill Investment Order

Push these first:

  1. Condemnation Condemnation -> 16 → 20
  2. Divine Aura Divine Aura -> 16 → 20
  3. Bolt Bolt -> 16 → 20
  4. Judgment Thunder Judgment Thunder -> 16
  5. Lightning Strike Scattershot Lightning Strike Scattershot -> 16
  6. Healing Light Healing Light -> 16
  7. Radiant Recovery Radiant Recovery -> 16
Do not spread points equally. Levels come from Daevanion (+4), rings (+2), and arcana (+4). Max core skills before side investments.

05Passive Skills

06Gear & Soulbind

  • Gear lines: Might (attack and heal), Combat Speed, Damage Boost; Weapon Damage Boost and Precision are strong too. Skip status resists, evasion and defensive lines in PvE.
  • Rings: craft them as soon as you can — crafted rings have one more line for active skills.
  • Stats: Destruction, Wisdom (Double Chance), Illusion (cooldowns), Time (Combat Speed), Freedom (accuracy), plus Death (Critical Hit) — Kaeria's own pick, a Cleric is always short on crit; Might, Precision, Constitution.

07Arcana

Set bonuses: collect 2 + 2, or four cards of Primal Vigor (+60 PvE Attack with two, +150 with four, while your HP is 70% or more). Early on a card with the right skills beats a card from the right set — fix the sets later.

ArcanaSet / statRoll for
ChaliceVigor (Combat Speed)Anything that takes your key skills to 16 → 20
ParchmentDestiny or LifeCondemnation, Radiant Recovery, Earth's Retribution, Bolt
CompassDeath or FreedomLightning Strike Scattershot, Healing Light, Divine Aura, Judgment Thunder
BellDestructionEmpyrean Lord's Grace (avoid Survival Willpower)
MirrorWisdom (damage) or Illusion (cooldowns)Earth's Grace, Healing Enhancement

08Daevanion Boards

Daevanion takes your skills from 10 to 14 and adds stats. Each blue node gives +1 level to its skill.

  • Priority: orange Cooldown and Combat Speed nodes first, then Attack and Critical, then the blue skill nodes, then the defensive orange nodes, passives last.
  • Critical Damage Tolerance and Multi-Hit Resist do nothing in PvE — bosses don't crit or multi-hit.
  • Resetting a board is cheap, and you will rebuild it many times.
  • No Ariel on global: there are five boards, and the level-45 one, Azphel, gives only PvP Damage Boost and Tolerance — in PvE finish the first four.

The route on the boards

The real global boards from the game data. Gold marks the cheapest path from Start to the nodes this guide takes — the blue nodes of the priority skills and the orange nodes that matter in PvE (without Critical Damage Tolerance and Multi-Hit Resist); hover any node to see what it gives.

BoardUnlockOrange nodes
NezekanLv 12Combat Speed, Cooldown Reduction
ZikelLv 20Damage Boost, Damage Tolerance
VaizelLv 30Critical Damage Boost and Tolerance
TrinielLv 40Multi-Hit Chance and Resist
AzphelLv 45PvP Damage Boost and Tolerance — no skill nodes

09Stigmas

  • Condemnation always crits (so it has no cooldown), and the party gets Defense, Attack and Double Chance. One of your most important skills.
    • 5[Condemnation] lands as a Critical Hit on targets afflicted with [Earth Punishment]
    • 10+10% Double Chance to caster and +5% to party members from [Earth's Blessing]
    • 15+10% Attack and Defense to caster and +5% to party members from [Earth's Blessing]
    • 20+10s [Earth Punishment] and [Earth's Blessing] duration

    + All specializations

  • Your mantra: incoming heal, accuracy, +10% HP and Perfect Chance, no cooldown. Doesn't stack with a Chanter's mantra — with a Chanter in the party swap it out. A toggle: switch it on once and keep it out of hotbar lines and the macro.
    • 5+10% Incoming Heal
    • 10+100 Accuracy
    • 15+10% Max HP
    • 20+10% Perfect Chance

    + All specializations

  • +20% Attack on cooldown, and it boosts Empyrean Lord's Grace and Earth's Grace. Without it a Cleric has no damage.
    • 5+20% PvE Damage Boost and +10% PvP Damage Boost
    • 10x1.5 [Empyrean Lord's Grace] effect for the duration

    + All specializations

  • An orb that attacks alongside you — about double your damage; the higher the better.
    • 5+200 Aura Critical Hit
    • 10+20 damage to targets afflicted with Debilitating Mark

    + All specializations

  • Absolutionsanctuary
    Strongest heal stigma, but only good at 15+. Swap in only if the party lacks healing.
    • 5-30s cooldown
    • 10Removes all debuffs
    • 15+5% HP restored

    + All specializations

  • Benevolencesanctuary
    Heal over time for the whole party; like Absolution, worth a slot only from 15.
    • 5+10s duration
    • 10Restores 200 Stamina every 5s for the duration
    • 15Restores 2% HP every 5s for the duration

    + All specializations

  • Party damage tolerance for 10s — a sanctuary swap instead of Noble Aura or Prayer.
    • 510% Max HP Protective Shield
    • 10+100 Block, Evasion
    • 15+20% Status Effect Resist

    + All specializations

  • Keep it at 5 early; take it if your party keeps dying.
    • 5-1s casting time

    + All specializations

  • 3s of invulnerability on a long cooldown — red attacks go through it anyway; dodge instead.
With a Chanter in the party: replace Light of Protection with any heal or Summon Resurrection. Voice of Doom (−200 Critical Hit Resist on the boss at 15) is an option in sanctuaries with a second healer, mostly early while everyone is short on crit; Power Burst only where the stagger bar has to be broken and nobody else can do it (Nightmare). Root and Assault Mark have no use in PvE.

10Macro & Rotation

Kaeria uses only the in-game macro — no third-party software — so she can still press heals between macro steps. The lines below are read from her hotbar in the video. In AION 2 the bottom slot of a line has the highest priority; the cards show each line top to bottom as in the game.

1. Hotbar lines

2. In-game macro

  1. 1Earth's Retributionbasic attack
  2. 2Line 2Divine Aura
  3. 3Line 3Condemnation
  4. 4Line 1stagger
  5. 5Line 3
  6. 6Line 1
  7. 7Line 1

On RMB, every step with a 10 ms delay:

3. Keys

  • HoldThe macro on
  • StaggerWhen the boss is staggered, release
  • By handHealing Light (she has it on

11Recap

  • Skills: Condemnation, Divine Aura, Bolt 16 → 20; Judgment Thunder, Lightning Strike Scattershot, Healing Light, Radiant Recovery 16; the rest 12–14.
  • Stigmas: Earth Punishment, Light of Protection, Prayer of Amplification, Noble Aura (swap Light of Protection with a Chanter).
  • Play: deal damage for contribution; heal only the people who just got hit.