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).
The Season 1 ceiling for a Chanter: a crafted Splendent Wise Dragon Lord staff and jewellery, Nuakum and Unique cards, with Dark Crush, Spinning Strike and Onslaught at 20 and Power of the Storm adding Attack to the whole party.
At the top of the season a raid wants a Chanter for two reasons, and this version is built for both. Your buffs are the strongest they get:
Undefeated Mantra and
Power of the Storm both at 20. And your own damage stops being an afterthought, because
Dark Crush,
Spinning Strike and
Onslaught all reach 20 and open their last pick.
| Skill | Third pick at 20 | What changes in the fight |
|---|---|---|
| Critical Hit on hit | Every Dark Crush crits, on top of Piercing Strike and no cooldown | |
| Up to 20% more damage on fewer targets | Hits a lone boss harder, with the shorter cooldown and the guaranteed crit kept | |
| +50% Multi-Hit on hit | Your held basic attack lands extra hits, and each one still takes a second off Spinning Strike |
| Source | Dark Crush | Spinning Strike | Onslaught |
|---|---|---|---|
| Skill points | 10 | 10 | 10 |
| Daevanion | +4 | +4 | +4 |
| Two crafted Dragon Lord rings | +2 | +2 | +2 |
| Unique Parchment of Vigor | +2 | +2 | +2 |
| Unique Chalice of Vigor | +2 | +2 | +2 |
| Total | 20 | 20 | 20 |
Each ring rolls five lines, and three of them are skills: Dark Crush, Spinning Strike and Onslaught. The Parchment and the Chalice then do the same split, two levels each, and spend their seventh level on
Rushing Smash and
Recuperation. Not one level is wasted past 20.
Undefeated Mantra at 20 gives the whole group its biggest PvE damage and damage tolerance bonus, and its picks add Accuracy, crit damage and +5% Double Chance on top.
Power of the Storm at 20 now adds Attack for you and for the party along with the speed and the shorter cooldowns, and with its first pick it comes back every 90 seconds.
| Stigma | Level | What the level adds |
|---|---|---|
| 20 | The full party bonus, with Accuracy, crit damage and Double Chance | |
| 20 | Attack for you and the party, on top of speed and cooldowns | |
| 15 | A bigger heal on your hits when someone drops below half HP | |
| 10 | Opens Dark Crush for three seconds and can now stun what it hits |
That spends 200 of the season's 300 stigma points. The rest go into Sprint Mantra and Marchutan's Wrath as the shards come in.
| Piece | Where | Lines |
|---|---|---|
| Crafted | Combat Speed, Weapon Damage Boost, Damage Boost, Multi-hit Chance, Might | |
| Crafted | Combat Speed, Weapon Damage Boost, Damage Boost, Might, Multi-hit Chance | |
| Ferocious Horn Den | Each piece keeps its own damage or speed line; the rest goes to Wind's Promise, Attack Preparation and Impact Hit, up to two a piece | |
| Crafted | Might, Attack, Accuracy, Move Speed, Inspiring Spell | |
| Crafted | Combat Speed, Might, Attack, Accuracy, Earth's Promise | |
| Crafted | Might, Attack, Dark Crush, Spinning Strike, Onslaught |
Twelve passive lines across the armour put
Wind's Promise,
Attack Preparation and
Impact Hit on exactly 20, and the earrings take
Inspiring Spell to 18. Every manastone is Unique: Attack, Critical Hit and Accuracy on the staff and guard, with HP added on the rest. Traufnir's Courage on the staff and Sigyn's Brilliance on the guard are both single-target stones, the right kind for a boss.
| Card | Lines at +3 |
|---|---|
| Dark Crush 2, Spinning Strike 2, Onslaught 2, Recuperation 1 | |
| Dark Crush 2, Spinning Strike 2, Onslaught 2, Rushing Smash 1 | |
| Recuperation 3, Incandescent Blow 2, Impactful Crush 1, Gust Rampage 1 | |
| Attack Preparation 3, Blessing of Life 2, Protection Circle 1, Survival Willpower 1 | |
| Wind's Promise 2, Impact Hit 2, Inspiring Spell 2, Earth's Promise 1 |
The Mirror switches to Magic here. You give up the 4-piece Vigor bonus, which only counts while your HP is above 70%, for Wisdom, which means more double hits for the whole fight.
Recuperation ends at 18 and
Incandescent Blow at 16, where it starts ignoring block.