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 dungeon healer most global Clerics play: Vakron and an Aulamus Mace, Radiant Recovery at 18, Healing Light at 17, Light of Protection on the party and Condemnation crit-resetting between heals.
In Aion 2 your heals grow with your Attack.
Healing Enhancement turns part of it into Heal Boost, and there is no separate healing stat anywhere on your gear. So the Cleric who heals best is the one built like a damage dealer, and in a group that knows the fight you spend most of the run hitting the boss and only stop to patch up whoever just took a hit.
You also carry the party.
Light of Protection is switched on before the pull and never comes off: at stigma level 15 it gives everyone near you 17.5% more PvE damage and 17.5% less damage taken.
Chain of Torment and
Debilitating Mark on the boss cut both how much it shrugs off and how hard it hits, by 15% each.
This is the setup most strong global Clerics are in right now: Vakron armour, Aulamus jewellery, an Aulamus Mace pushed a little past +10 and green cards.
| Key | Skills | Why it sits there |
|---|---|---|
| Left click | Held all fight long. Every hit gives back 110 MP and can call down Discharge | |
| Right click | Bottom first: the burn, then Condemnation whenever it is lit, Chain of Torment when it is not | |
| E | The aura when it is up, Judgment Thunder to fill | |
| Q | On its own so you can hold it to the last charge | |
| 1 · 2 · 3 | Your heals, always pressed by hand | |
| 4 · 5 | The boss debuff, and the hit that only lands on a staggered boss | |
| 6 · 7 · 8 | The switch, the aura that fights with you, the burst |
Heal the people who just got hit, not the people who might be. A full party does not need you, and every second you spend topping off someone at 90% is a Condemnation the boss did not eat.
| What you see | Press | What happens |
|---|---|---|
| The fight has started | Party heal every 2 seconds; at 16 everyone under it also takes 5% less damage | |
| You and one other are low | Heals you and the lowest party member within 40 m. Three casts in a row with its first pick, and it comes back two seconds sooner | |
| Most of the party is hurt, or carries a debuff | Heals everyone within 40 m and strips a debuff. Three seconds off its cooldown, 5% more healing past 16 | |
| A tank buster you can see coming | Make sure it is running before the hit lands, then Healing Light the tank |
| Source | Radiant Recovery | Healing Light | Condemnation |
|---|---|---|---|
| Skill points | 10 | 10 | 10 |
| Daevanion nodes | +3 | +4 | +4 |
| Two Aulamus rings | +2 | — | +2 |
| Green Chalice and Parchment | +3 | +2 | +2 |
| Green Compass | — | +1 | — |
| Total | 18 | 17 | 18 |
Sixteen is the number for all three.
Radiant Recovery adds 5% to every heal there,
Healing Light comes back two seconds sooner, and
Condemnation starts landing as Multi-Hit on top of its crit reset.
Light of Regeneration sits at 16 as well, which is what makes the party take less damage while it ticks.
| Piece | Lines | Stones |
|---|---|---|
| Mace · | Combat Speed, Weapon Damage Boost, Damage Boost, Might | Attack ×2, Critical Hit, Accuracy (Legend) |
| Guard · | Combat Speed, Weapon Damage Boost, Might, Precision | As the mace |
| Armour · | Two damage lines (Attack increase, Double Chance, Critical Damage Boost, Damage Boost, Combat Speed, Move Speed on the boots, Damage Tolerance on the legs), and one of Empyrean Lord's Grace, Earth's Grace or Healing Enhancement | Attack, Critical Hit, HP, MP (Legend) |
| Earrings and necklace · | Might, Move Speed (Combat Speed on the necklace), Empyrean Lord's Grace, Earth's Grace | As the armour |
| Rings · | Might, Attack, Radiant Recovery, Condemnation | As the armour |
Every armour piece and every earring gives up one line to a passive. That is how
Empyrean Lord's Grace reaches 20 and
Earth's Grace 19: the first is crit and a little extra damage on each hit, the second crit damage and accuracy.
Healing Enhancement ends at 15 from the chest and legs.
| Card | Lines at +3 | Why |
|---|---|---|
| Healing Light +2, Radiant Recovery, Condemnation, Light of Regeneration | The Chalice rolls any skill, so it closes whatever is short | |
| Radiant Recovery +2, Condemnation, Bolt, Debilitating Mark | Your biggest heal and your main hit | |
| Divine Aura +2, Healing Light, Light of Regeneration, Judgment Thunder | Divine Aura to 16, where it comes back ten seconds sooner | |
| Empyrean Lord's Grace +2, Warm Benediction, Immortal Veil, Prayer of Concentration | Destruction on this card is more Attack, so more healing | |
| Earth's Grace +2, Healing Enhancement, Radiant Benediction, Heal Block | The fourth Vigor card |
| Stigma | Level | What it does for the group |
|---|---|---|
| 15 | 17.5% more PvE damage and 17.5% less damage taken for everyone near you; more healing received, more accuracy, 10% more HP | |
| 15 | Every Condemnation crits while it burns; Earth's Blessing adds Double Chance, Attack and Defense to you and the party | |
| 10 | Five minutes of extra hits, harder on a target carrying your Debilitating Mark | |
| 10 | 20% more Attack and 20% more PvE damage for a short window; your heals grow with it |
That spends 100 stigma points. When the shards come in, raise
Earth Punishment and
Light of Protection to 20 first: the burn then lasts 20 of every 30 seconds, and the party buff reaches 20%.