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AION 2 Builds

AION 2 Cleric PvE Build: Stigmas by Party, Macro & Healing

Cleric PvE build for AION 2 Global: which four stigmas to run with or without a Chanter, skill levels and specializations, the Condemnation macro, and healing.

10/10/2026 Global S1 Last updated: 10/11/2026 14 min read

FAQ

Which four stigmas should a PvE Cleric run?
Earth Punishment, Prayer of Amplification and Noble Aura, plus Light of Protection if there is no Chanter in your party. That is the setup of MrRosaPony, whelps and Th3Ruthless for parties that know the fights. With a Chanter, Th3Ruthless replaces Light of Protection with Absolution, because the two buffs do not stack.
Should a Cleric take Summon Resurrection?
In groups that keep dying, yes. Th3Ruthless adds it to his random-group setup if the party is prone to deaths or asks for it. Lucia skips it with random players, because they often use a resurrection stone while she is casting, which leaves the stigma on its 2-minute cooldown for nothing.
Why does my Condemnation not reset?
Condemnation resets only on a critical hit, and only with its level 12 specialization selected. It also needs Chain of Torment on the target before it can be used at all. Earth Punishment from stigma level 5 makes it always crit on the target Earth Punishment hit, which is what keeps the loop going.
Should heals go in the Cleric macro?
Not your instant heals. MrRosaPony warns that heals in the macro lower your damage, and his builds, Th3Ruthless’ and whelps’ all keep Healing Light and Radiant Recovery on their own keys. Light of Regeneration is the exception: it heals for 30 seconds, so Th3Ruthless, MrRosaPony and whelps all put it in a macro chain to keep it running.
Is Bolt worth using on bosses?
The creators disagree. Th3Ruthless and aLuckyRO treat Bolt as a core damage skill and take the Earth’s Retribution specializations that cut its cooldown. MrRosaPony says Bolt deals less than his macro in a raw damage test and saves it for moments that need burst or extra Stagger damage. All of them keep it on its own key.
How does a Cleric avoid running out of MP?
Use Earth’s Retribution, your basic attack, which restores MP on every hit. Th3Ruthless holds the macro and left click together so it weaves in automatically. aLuckyRO takes its +20% MP specialization while you are still short on MP, and MrRosaPony holds left click in the early game, then drops it once MP is no longer a problem.

What is the best Cleric PvE build right now?

The PvE Cleric on Global builds around Condemnation and Earth Punishment, and fills the other three stigma slots according to the party. The table is the whole build at a glance; each section below explains one part.

Part What to do
Core damage Condemnation, Judgment Thunder and Divine Aura first; Chain of Torment and Earth’s Retribution at 12 or more
Stigmas Earth Punishment always, plus three that depend on your party (table below)
First stigma to 20 Earth Punishment
Macro Chain of Torment and Condemnation in one chain, with Earth Punishment and your buffs; hold it with left click
Heals Healing Light and Radiant Recovery on their own keys; Light of Regeneration can sit in the macro
Passives Empyrean Lord’s Grace, Earth’s Grace and Healing Enhancement

For the class as a whole, start from the Cleric builds hub, or compare the most-liked community builds in Best Cleric Build. To compare the Cleric with other classes, see the classes overview.

Which stigmas should a Cleric run in your party?

Earth Punishment in every setup; the other three depend on who you play with. The deciding question is whether your party has a Chanter. The client data says Light of Protection does not stack with the damage boost of the Chanter’s Undefeated Mantra, so with a Chanter it is a wasted slot. Th3Ruthless publishes one build for each case:

Your party Stigmas Source
No Chanter, players who know the fights Earth Punishment, Prayer of Amplification, Noble Aura, Light of Protection Th3Ruthless, MrRosaPony and whelps
With a Chanter Earth Punishment, Prayer of Amplification, Noble Aura, Absolution Th3Ruthless (Benevolence instead of Absolution for fights with many debuffs)
Random groups Earth Punishment, Noble Aura, Absolution, plus one flex slot Th3Ruthless: Light of Protection without a Chanter, Benevolence with one, Summon Resurrection if the party keeps dying
A party that keeps dying Absolution, Benevolence, Light of Protection, plus Summon Resurrection or Yustiel’s Power Th3Ruthless’ video and “Full Support” build

Two variations come from the other creators. whelps swaps Light of Protection for Summon Resurrection or Yustiel’s Power when a Chanter joins. If he wants either of those without a Chanter, Noble Aura goes instead. Th3Ruthless’ note for parties that need more healing than the damage setup offers: take Absolution instead of Prayer of Amplification.

Level Earth Punishment to 20 first. whelps puts it first, and Lucia names Earth Punishment, Prayer of Amplification and Light of Protection as her first three stigmas to 20. At level 20, Earth Punishment and its party buff, Earth’s Blessing, last 20 seconds instead of 10. MrRosaPony describes the early-game goal: with about 34% cooldown reduction, its 30-second cooldown drops to 20 seconds, and the buff never falls off.

How does the Condemnation loop work?

Mark the target with Chain of Torment, then fire Condemnation as often as it resets. Condemnation can only target an enemy with Chain of Torment on it. Its level 12 specialization resets its cooldown on a critical hit, and Earth Punishment from level 5 makes it always crit on the target Earth Punishment hit. With both in place, every Condemnation resets itself.

The other stigmas make each hit count for more:

  • Prayer of Amplification: +20% Attack for 10 seconds, +20% PvE Damage Boost from level 5, and ×1.5 on Empyrean Lord’s Grace and Earth’s Grace from levels 10 and 15. Its level 20 upgrade raises the Attack bonus to 35%.
  • Earth’s Blessing (Earth Punishment level 10 and up): +10% Double Chance for you and +5% for the party; level 15 adds +10% Attack and Defense for you and +5% for the party.
  • Noble Aura: an extra attacker for 300 seconds, with 20% more damage against targets marked by Debilitating Mark from level 10.

aLuckyRO points out why Earth Punishment matters so much early: a fresh Cleric has too little Critical Hit for Condemnation to crit on its own. The guaranteed crit is what makes the loop work before your gear catches up.

Which skills should a PvE Cleric level first?

Push Condemnation, Judgment Thunder and Divine Aura first; they are your damage. Keep Chain of Torment and Earth’s Retribution at 12 or more, and raise your heals once the damage core is in place. The table shows aLuckyRO’s early targets for a fresh level 45 character, and whelps’ “Cleric DPS” build:

Skill Job in the build Early (aLuckyRO) whelps, “Cleric DPS” Other creators
Condemnation Main damage; resets on a crit 12 20 Lucia: to 20 as soon as possible
Judgment Thunder Second damage skill 8–10 16 Lucia: to 16 as soon as possible
Divine Aura Turret that attacks with you 12 20 —
Bolt Charged burst 10 20 aLuckyRO: 16 for its guaranteed crit
Chain of Torment Enables Condemnation; enemy takes more damage 12 12 —
Earth’s Retribution Basic attack; restores MP 12 12 —
Debilitating Mark Damage debuff 8 12 —
Healing Light Quick heal 12 12 BoredAF: to 16 as soon as possible
Radiant Recovery Party heal and cleanse — 12 Lucia: to 20 as soon as possible
Light of Regeneration Heal over time — 12 Lucia: to 16 early
Lightning Strike Scattershot Hits staggered targets 12 12 Lucia: 16; MrRosaPony: skip it

MrRosaPony’s “Skill Set Cleric PVE” build, the most-liked Cleric skill build on questlog.gg (49 likes), is the long-term target: every active skill except Lightning Strike Scattershot at 20. Skill points only take a skill to level 10. The Daevanion boards add up to four more, and the rest come from skill lines on gear and Arcana, which the Cleric gear guide covers. Lucia notes that by the time you finish the regional quests at level 45, every skill should already be at 12.

Which specializations should you pick?

Active skills unlock specialization options at levels 8, 12 and 16, and the number you can equip at once grows with the skill’s level. The creators agree on most picks:

  • Condemnation: resets cooldown on a critical hit (level 12) for everyone, plus up to +12% damage on fewer targets and Multi-Hit at 16.
  • Judgment Thunder: one extra Divine Punishment at level 16 (MrRosaPony, Th3Ruthless, whelps), plus up to +12% damage on fewer targets.
  • Divine Aura: +50% attack speed, +3s duration and −10s cooldown. For farming packs, aLuckyRO switches it to the area version.
  • Chain of Torment: +3s damage over time and +10% PvE Damage Tolerance reduction on the target; at 16, Th3Ruthless and MrRosaPony add Ignore Block and Evasion with faster ticks.
  • Debilitating Mark: −15% target Defense and the larger PvE Damage Boost reduction.
  • Earth’s Retribution: Th3Ruthless, whelps and Lucia take +20% Discharge chance and −7s Bolt cooldown on Discharge. MrRosaPony, who keeps Bolt out of his rotation, swaps the Bolt cooldown cut for MP and Multi-Hit.
  • Bolt: +30% Skill Speed, up to +20% damage on fewer targets, and a guaranteed crit at 16.
  • Healing Light: +2 consecutive uses, +2% HP restored and −2s cooldown.
  • Radiant Recovery: −3s cooldown and +5% HP restored, plus either removes up to 2 debuffs (Th3Ruthless, BoredAF) or one extra use (MrRosaPony).
  • Light of Regeneration: +20% healing on allies at 50% HP or less, plus a personal choice. BoredAF and Th3Ruthless like Move Speed; MrRosaPony takes Incoming Heal and Defense.

How do you set up the Cleric macro?

Put Chain of Torment and Condemnation in a chain with your buffs, add the chain to the macro, and hold the macro key together with left click. The in-game macro fires the first ready skill in each chain, so Condemnation goes out whenever the buffs are on cooldown. The public builds differ in the details:

Creator Chains in the macro Kept off the macro
Th3Ruthless Light of Regeneration → Prayer of Amplification → Chain of Torment → Condemnation, and Earth Punishment → Divine Aura → Debilitating Mark → Judgment Thunder; the first chain gets eight of the ten steps Bolt, heals
MrRosaPony Noble Aura → Prayer of Amplification → Earth Punishment → Light of Regeneration; Chain of Torment → Condemnation; plus Debilitating Mark, Divine Aura and Judgment Thunder Bolt, Healing Light, Radiant Recovery
whelps Prayer of Amplification → Earth Punishment → Condemnation → Chain of Torment, three times; then Debilitating Mark → Divine Aura → Light of Regeneration → Judgment Thunder Bolt, heals
Lucia Prayer of Amplification → Earth Punishment → Chain of Torment → Condemnation; then Divine Aura → Judgment Thunder Heals

Th3Ruthless explains the weighting in his macro guide. Condemnation is the skill you want to fire most while Earth Punishment is up, so the macro returns to its chain most of the time. He tested other orders and lost damage. If you drop Prayer of Amplification and Earth Punishment for heals, he moves the remaining skills up and swaps one Light of Regeneration step for Divine Aura.

Holding left click with the macro weaves in Earth’s Retribution, which restores MP and, with its specializations, cuts Bolt’s cooldown. MrRosaPony agrees for the early game, when MP is short. Once MP is no longer a problem, he finds the macro alone deals more damage.

Th3Ruthless — The ONLY AION 2 Cleric Macro Guide You Need

Is Bolt worth using?

It depends on who you ask, but everyone keeps it off the macro. Bolt is a charge skill with up to three charge levels and a guaranteed crit at level 16. The creators split into two camps:

  • Bolt as a core skill: Th3Ruthless calls it a very important skill to level, and builds Earth’s Retribution around resetting it: each Discharge cuts Bolt’s cooldown by 7 seconds. aLuckyRO calls it the Cleric’s highest-damage single skill, and whelps takes it to 20.
  • Bolt for special cases: MrRosaPony says it deals less than his macro in a raw damage test. He uses it in open-world PvE when he needs burst, or when a mechanic needs extra Stagger damage; Bolt deals 20–35.

Lightning Strike Scattershot gets the same split. It only hits a staggered target. Lucia keeps it at 16 so each hit cuts all cooldowns by 1 second, while MrRosaPony calls it a bait and leaves it off his bar.

When and how should a Cleric heal?

Keep Light of Regeneration running, react with Healing Light, and save Radiant Recovery for debuffs. The three heals do different jobs:

  • Light of Regeneration heals the party every 2 seconds for 30 seconds. Th3Ruthless keeps it on cooldown so everyone stays topped up; it does not heal much at once.
  • Healing Light heals you and the party member with the lowest HP. Lucia notes it is not spammable at first: you get one cast until the level 8 specialization adds two more. BoredAF wants it at 16 early, so you have something to press when a fight goes wrong.
  • Radiant Recovery heals everyone and removes debuffs. Th3Ruthless uses it mainly to cleanse, and BoredAF recommends the cleanse specialization.

Your stigma heals are the backup: Absolution for a large party heal that clears debuffs, Benevolence for steady healing and a cleanse every 5 seconds at level 20. Th3Ruthless’ rule is Absolution when you need more healing and Benevolence when a fight has many debuffs to clear.

Do not over-heal at the cost of damage. BoredAF points out that many big mechanics cannot be healed through anyway: if a player fails one, a heal will not save them, so damage and debuffs are usually the better use of your time.

Which passives should a PvE Cleric level?

Empyrean Lord’s Grace, Earth’s Grace and Healing Enhancement, in roughly that order. Lucia calls these three the ones to max before any other passive, and BoredAF names the same three. whelps’ order is Empyrean Lord’s Grace, then Earth’s Grace and Healing Enhancement, then Radiant Benediction, Warm Benediction and Immortal Veil.

  • Empyrean Lord’s Grace: Critical Hit, Double Chance and extra damage on hit. Prayer of Amplification multiplies it by 1.5.
  • Earth’s Grace: Critical Damage Boost and +100 Accuracy, also ×1.5 under Prayer of Amplification.
  • Healing Enhancement: turns a share of your Attack into Heal Boost, so more Attack means bigger heals.

There is one dissenting voice on timing. aLuckyRO says early Clerics have too little Critical Hit for Empyrean Lord’s Grace to matter, and puts Healing Enhancement first until your gear adds crit. Th3Ruthless also ranks Warm Benediction (Max HP) and Immortal Veil (Defense) highly, as safety passives.

How should a PvE Cleric spend Daevanion points?

Start with the skill nodes for your damage skills (Condemnation, Judgment Thunder, Divine Aura, Chain of Torment, Debilitating Mark and Earth’s Retribution), then the passive nodes for Empyrean Lord’s Grace and Earth’s Grace. Collect the Combat Speed, Cooldown Reduction and Damage Boost nodes on the way. MrRosaPony’s early board does exactly this with 239 points. Node-by-node plans are in our Cleric Daevanion guide. For other classes’ builds, see the builds directory.

Where does this Cleric build come from?

We have not tested this build in-game ourselves. It is compiled from these sources and cross-checked against the skill data:

Statements about damage tests, such as Th3Ruthless’ macro order or MrRosaPony’s verdict on Bolt, come from the creators’ own testing, not from the client data.

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