Aion 2 is a trademark of NC Corporation. Probability data published by NC Corporation under the Republic of Korea Game Industry Promotion Act Art. 33(2).
Aion 2 is a trademark of NC Corporation. Probability data published by NC Corporation under the Republic of Korea Game Industry Promotion Act Art. 33(2).
Party support that still hits hard, on an Aulamus Staff at +15 and Vakron: Undefeated Mantra at 20 for the whole group, Dark Crush at 19 with no cooldown, and Recuperation twice in a row.
A Chanter is the reason the rest of the party hits harder.
Undefeated Mantra sits on everyone near you the whole fight,
Power of the Storm speeds the group up for a short burst, and
Recuperation tops people up and pulls a debuff off them. None of that costs you your own damage. With a staff in your hand you stand in melee range and keep a steady line of hits going, and from skill level 16
Dark Crush has no cooldown left, so it goes out every time something opens it.
This version is what most strong Chanters wear right now: an Aulamus Staff at +15, a Vakron guard and armour, Aulamus jewellery and green cards. Nothing in it is rare luck, and every piece carries on into the next step.
Four skills share one key, read from the bottom up. The game fires the lowest one that is ready.
Dark Crush sits at the bottom, but it can only be cast for two seconds after
Spinning Strike or
Impactful Crush, so most of the time it is waiting. When it is closed, Spinning Strike goes out and opens it, then Impactful Crush does the same, and
Incandescent Blow fills in while both are cooling down. Your left button holds
Onslaught, which gives MP back with every hit and takes a second off Spinning Strike each time it lands.
| Slot | Skill | Why it sits there |
|---|---|---|
| Bottom | Fires the moment a window is open; no cooldown to wait for from 16 | |
| 2 | Opens Dark Crush and stacks +15% crit damage on you twice, for 30 seconds | |
| 3 | The second opener; faster cast and usable on the move | |
| Top | Filler for the gaps, and cheaper on MP with its pick |
Only three skill levels change anything: 12, 16 and 20. Each one opens a new pick, and the one that opens at 16 takes one of your two slots until a third slot arrives at 20.
| Skill | Level | What you get there |
|---|---|---|
| 19 | Piercing Strike as a follow-up and no cooldown; the crit pick comes back at 20 | |
| 18 | Five seconds off its cooldown, and every hit ignores block and lands as a crit | |
| 17 | A second off Spinning Strike per hit, and the Storm Chain follow-up | |
| 16 | Two casts in a row, each healing a little more | |
| 12 | From 12 its knockdown also cuts the target's PvE damage by 15% for 10 seconds |
| Source | Dark Crush | Spinning Strike | Onslaught |
|---|---|---|---|
| Skill points | 10 | 10 | 10 |
| A node on each of the four boards | +4 | +4 | +4 |
| Two Aulamus rings | +2 | +2 | — |
| Green Parchment of Vigor | +2 | +1 | +1 |
| Green Chalice of Vigor | +1 | +1 | +2 |
| Total | 19 | 18 | 17 |
Recuperation heals you and everyone within 40 m at once, keeps healing for eight seconds and removes a debuff. With its first pick you get two casts back to back, and each one comes back on its own 15 seconds later. Use it when the group actually takes damage, not on cooldown.
Blessing of Life turns part of your Attack into healing, so the damage gear you wear also makes your heals bigger.
| Piece | Lines | Stones |
|---|---|---|
| Staff · | Combat Speed, Weapon Damage Boost, Damage Boost, Might | Attack ×2, Critical Hit, Accuracy (Legend) |
| Guard · | Combat Speed, Weapon Damage Boost, Damage Boost, Multi-hit Chance | As the staff |
| Armour · | Double Chance on the helm, shoulders and cloak, Critical Damage Boost on the shoulders, Damage Boost on the chest, Combat Speed on the gloves, Move Speed on the boots, Attack everywhere, and one of Wind's Promise, Attack Preparation or Impact Hit | Attack, Critical Hit, Accuracy, HP (Legend) |
| Earrings and necklace · | Might, Accuracy or Combat Speed, and a passive | As the armour |
| Rings · | Might, Attack, Dark Crush, Spinning Strike | As the armour |
Those passive lines are spent on purpose. Three of them take
Wind's Promise to 20 and four take
Attack Preparation to 20; the rest put
Impact Hit on 16. Wind's Promise is the one to fill first, because every crit you land, and Spinning Strike makes a lot of them, can add a hit of its own.
| Card | Lines | What it is for |
|---|---|---|
| Dark Crush +2, Onslaught, Spinning Strike, Rushing Smash | Dark Crush past 16 | |
| Onslaught +2, Dark Crush, Spinning Strike, Wind's Promise | The basic attack and the last Wind's Promise level | |
| Recuperation +2, Incandescent Blow, Impactful Crush, Gust Rampage | Your heal to 16 | |
| Attack Preparation +2, Blessing of Life, Protection Circle, Survival Willpower | Destruction on this card means more Attack | |
| Wind's Promise +2, Impact Hit, Inspiring Spell, Earth's Promise | The passives your crits live on |
| Stigma | Level | What it does for the group |
|---|---|---|
| 20 | More PvE damage and less damage taken for everyone near you, plus Accuracy, crit damage and Double Chance from its picks | |
| 10 | Attack speed and shorter cooldowns for the party, back every 90 seconds | |
| 10 | Faster movement, a small heal on hits, more stamina | |
| 5 | A third Dark Crush opener from range |
That is 110 stigma points. The next ones go into Power of the Storm, because at 20 it also adds Attack for you and the party.
| Your effect | What happens with a Cleric |
|---|---|
| Only the higher level of it and their Light of Protection counts; on a tie yours wins. Keep yours on and let them swap | |
| Anyone carrying their Earth's Blessing cannot take your Storm, so agree who covers whom | |
| Its cut to the boss's damage tolerance does nothing next to their Chain of Torment |