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).
Dungeon Sorcerer on Vakron and an Aulamus Spellbook at +15: Hellfire at 18 with its 15-second cut, Wish of Concentration and Blaze feeding each other's cooldowns, and Element Enhancement at 20.
A Sorcerer stands 20 metres back and wins the fight with one spell.
Hellfire charges in three steps and lands on up to four enemies around your target; held to the last step it hits at least three times as hard as a tap. Everything else on your bar exists to make Hellfire come back sooner, land on a target that takes more damage, or keep your mana high enough that your passives stay switched on.
This is the set most strong Sorcerers on the global servers wear right now: an Aulamus Spellbook pushed to +15, a Vakron Guard and the Vakron robes at +10, Aulamus jewellery and green cards. Nothing here is exotic, and every piece carries on to the next step.
| Key | Skill | Why it is there |
|---|---|---|
| Left click | Hold it all fight. Every hit gives MP back, and its third hit can reset Blaze | |
| Right click | Bottom first. Shackles opens a 5-second damage window, then the root, then Blaze and Firestorm fill | |
| Q | Alone, and held. From a macro or a shared key it fires at the first step | |
| E | +10% Attack, and from 16 it takes 10 seconds off every cooldown you have | |
| 1 to 4 | Your stigmas, each on its own key, pressed by you | |
| 5 to 8 | Stagger windows, trash packs and an emergency heal |
The macro runs the right-click stack and Flame Arrow at 10 ms. Hold left click, hold the macro key, and keep a finger on Q. The stigmas stay out of it on purpose: you want them on the boss when the boss is standing still, not whenever they happen to be ready.
Hellfire's own cooldown is 45 seconds; you will rarely wait that long. Each of
Firestorm's five fireballs that connects takes 2 seconds off it, so one clean cast is worth up to 10 seconds.
Blaze takes 3 seconds off
Wish of Concentration every time it lands, and Wish, once it comes round, cuts 10 seconds from everything, Hellfire included. Hellfire's own pick at 16 shaves another 15 seconds. That loop is the whole class, and it is why Blaze, Wish and Firestorm all sit at 16 or higher here.
Flame Arrow matters more than it looks. At 16 its third hit, Pyroclasm, resets Blaze, so holding left click is what keeps Blaze, and through it Wish, turning. Blaze only hits a target carrying
Fire Mark, which any fire hit puts on, so after your first Flame Arrow it is always ready to go.
| Source | Hellfire | Wish of Concentration | Blaze | Flame Arrow |
|---|---|---|---|---|
| Skill points | 10 | 10 | 10 | 10 |
| A node on each of the four boards | +4 | +4 | +4 | +4 |
| Two Aulamus Rings | +2 | +1 | +1 | — |
| Green Parchment of Vigor | +2 | +1 | +1 | — |
| Green Chalice of Vigor | — | +1 | +1 | +2 |
| Total | 18 | 17 | 17 | 16 |
Two of your passives quietly switch off when you run dry.
Robe of Earth only gives its Critical Hit above half MP, and
Grace of Enhancement only gives its +20% PvE damage above a quarter. That is why every robe carries an MP manastone and why Flame Arrow is never off your hands.
| Piece | Lines | Stones |
|---|---|---|
| Spellbook · | Combat Speed, Weapon Damage Boost, Damage Boost, Might | Attack ×2, Critical Hit, Accuracy (Legend) |
| Guard · | Combat Speed, Weapon Damage Boost, Damage Boost, Might | As the spellbook |
| Robes · | A damage line (Attack increase, Double Chance, Critical Damage Boost, Damage Boost, Combat Speed or Move Speed), Attack or Critical Hit, and Robe of Flame on the helm, chest, legs and cloak | Attack, Critical Hit, Accuracy, MP (Legend) |
| Earrings and necklace · | Might, Attack, Critical Hit or Combat Speed, and Fire Mark or Grace of Enhancement | As the robes |
| Rings · | Might, Attack, Hellfire, and Wish of Concentration or Blaze | As the robes |
| Card | Lines | What it is for |
|---|---|---|
| Hellfire +2, Wish of Concentration, Blaze, Firestorm | Hellfire to 18 | |
| Flame Arrow +2, Wish of Concentration, Firestorm, Blaze | Flame Arrow to 16 for the Blaze reset | |
| Bittercold Wind +2, Winter's Shackles, Ice Chain, Flame Scattershot | The root to 16 | |
| Fire Mark +2, Cold Snap, Robe of Cold, Revitalization Contract | Destruction here is more attack | |
| Robe of Flame +2, Grace of Enhancement, Vitality Evaporation, Robe of Earth | Wisdom here is more Double Chance |
Three Vigor cards and two Magic ones give the small Primal Vigor bonus, +60 PvE Attack above 70% HP. The Mirror stays Magic for now because your Double Chance is still low; once it climbs, the Mirror of Vigor and the full 4-piece bonus win, which is what the next version does.
| Stigma | Level | What it does for you |
|---|---|---|
| 20 | +20% Fire and Water Attack and 10% more on top, Robe of Flame and Grace of Enhancement 1.5 times stronger while it lasts | |
| 10 | The 15% damage window before Hellfire, every 20 seconds, and 200 MP back | |
| 10 | A wider wall of fire under the boss; Embers burn for 10 seconds | |
| 10 | Frostbite under the boss, a slow on everything, and a chance to root packs |
That is 120 stigma points: Element Enhancement takes 75 of them, the other three 15 each. Element Enhancement goes first because it is the only one that touches every spell you cast.