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Aion 2 Cleric Condemnation PvE Build

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Aion 2
Updated on Oct 10, 2026
Oct 10, 2026

Overview

This Aion 2 Cleric Condemnation PvE Build focuses on Condemnation spam damage, area-of-effect attacks, as well as providing solid heals for any party.

Your main goal is to play your damage around having the proper combo up for the Condemnation spam, allowing you to deal tons of damage over a short period, as well as providing good support and healing for a party while you wait for your cooldowns to spam again.

This guide will cover Skill priorities (Active, Passive & Stigmas), as well as rotation and best methods for stacking your skills/buffs.

If you are still getting familiar with the game’s systems, our Aion 2 beginner guide covers the early steps that help you get started.

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Core Cleric Skills and Passives

Condemnation is your main damage priority for Active skills.

Focus your skill points into it whenever possible, and then develop the skills that buff the combo, as well as continuing to invest in your support skills, as you are still, first and foremost, a healer for your team.

Here is an ideal order for leveling your Active Skills:

  1. Condemnation
  2. Judgment Thunder
  3. Radiant Recovery
  4. Chain of Torment
  5. Healing Light
  6. Debilitating Mark
  7. Earth's Retribution
  8. Bolt
  9. Divine Aura
  10. Light of Regeneration

Active Skills

Condemnation [2/4/5]

  • Condemnation is your main damage skill. Deals massive damage to enemies afflicted with Chain of Torment.
  • Specialties: You’ll want to pick options 2/4/5 when able; the most important of these being the one you unlock at skill level 12, allowing you to reset Condemnation’s cooldown when it crits.

Specialty Option #4

Judgment Thunder [2/5]

  • Judgment Thunder is your standard Mana-spending attack, used repeatedly when wanting to deal area-of-effect damage/upkeep damage when other things are on cooldown.
  • Specialties: Option 2 is your best early choice, and when able to, choose option 5, allowing you to double cast the secondary ability, Divine Punishment. (However, 4 is a great choice in the interim between skill level 12-16.)

Radiant Recovery [1/3/5]

  • Radiant Recovery is a large area heal for yourself and your party that can remove debuffs.
  • Specialties: If you’re able to get Radiant Recovery to Level 20, then absolutely run 1/3/5; however, the main ones you’ll want to focus on are 1, which allows you to remove an additional debuff. And 3, which reduces the overall cooldown.
    (Option 2, which allows an additional use, is fine in a pinch if you find yourself needing more heals on tougher fights/instances)

Chain of Torment [2/4]

  • Chain of Torment is the skill required to utilize Condemnation. It provides area damage, reduces enemy PvE Damage Tolerance, and deals damage over time, allowing you to proc Condemnation over that duration.
  • Specialties: Immediate use option 2 for +3 seconds of DoT added to the skill. (This will come in handy while you’re spamming Condemnation as well.) Then add option 4 when available for additional Damage Tolerance reduction.

Healing Light [1/5]

  • Healing Light is for healing for yourself and the lowest health party member within 40m.
  • Specialties: Picking up 1 for +2 additional uses is great, and once you are able to get the skill level to 16, throwing on 5 for reduced cooldowns is great. (Throwing on 3 for chances to remove debuffs from 12-16 is also a great substitution.)

Debilitating Mark [2/4]

  • Debilitating Mark provides more area damage that reduces PvE Damage Boost with damage over time.
  • Specialties: Option 2 will add a Defense debuff for the duration of the damage over time, and option 4 will add additional PvE damage boost reduction to enemies hit.

Earth's Retribution [2/3/4]

  • Earth's Retribution is your standard auto attack skill. Use this when you need to gain back mana, or want to proc the skill Specialty that lowers your Bolt cooldown.
  • Specialties: Option 2 early on for the Chain Skill trigger chance, then pick Option 3 if you’re not relying on Bolt for additional damage, or Option 4 if you are using Bolt in your combo.

Bolt [2/3/4]

  • Bolt is a massive charged area damage spell with a fairly long cooldown. (Which can be reduced by picking a certain skill specialty in Earth's Retribution.)
  • Specialties: Grabbing option 2 early on allows for higher accuracy. Later on, picking up option 3 and 4 when available.

Divine Aura [3/5]

  • Divine Aura adds DPS to your rotation. Deals damage over time to your selected target.
  • Specialties: Option 3 for the attack speed boost. Allows for more passive damage on the side, and later on, pick up Option 5 to reduce the cooldown. (Option 4 is a great interim choice, as it adds a longer duration.)

Light of Regeneration [4/5]

  • Light of Regeneration is a small heal-over-time buff for yourself and your party. Great to open boss fights with.
  • Specialties: Early on, pick any of the first 3 options based on whatever fits your needs best. Once able, grab 4, and later on, grab option 5. Again, any of the first 3 options are based on what you want to do that fits your build/playstyle best. There is no wrong answer on this one.

Passive Priorities

When it comes to the Passive skills, your main focus is going to be around Empyrean Lord's Grace and Earth's Grace for damage Passives.

For the rest of your passives, it’s more focused on stat boosts and buffing your heals.

  • Empyrean Lord's Grace
  • Earth's Grace
  • Immortal Veil
    • Allows for better survivability, both in boss fights and general play.
  • Healing Enhancement
    • Great for making your heals more impactful.
  • Survival Willpower (Cleric)
  • Warm Benediction
  • Radiant Benediction
    • Focus on this last, as the other passives are more important for survivability or damage. 

Feel free to use any additional points you may have afterward in any way you choose.

Recommended Stigmas

For the most optimal damage setup, the four stigmas you’ll want to choose are:

Noble Aura

  • Noble Aura provides consistent damage that is able to be active all the time. The aura attacks with you, so the more attacks you output, the more useful this will be for adding additional damage.

Earth Punishment

  • Earth Punishment is the bread and butter of the combo. Once this is Level 5, it will allow for Condemnation to “always” crit while an enemy is affected by this. (Keystone to spamming Condemnation.)
  • Getting Earth Punishment to Level 5 early on will make this build do the damage it needs to do. Everything else, stigma-wise, is essentially supplementary, adding to your damage and overall stats.

Prayer of Amplification

  • Prayer of Amplification increases your Attack for a short duration. This is your opening buff to the combo, and should be kept up whenever possible.

Light of Protection

  • Light of Protection gives a Damage Boost for you and your party, and it is an aura, so can be toggled on indefinitely.

Cleric Combat Rotation

The Condemnation Cleric’s rotation revolves around maintaining debuffs on the enemy, keeping emergency healing tools available for your team, and ultimately, performing the combo for your Condemnation spam, allowing for serious damage, even from a support class.

Damage Rotation

A basic example of your rotation should be as follows:

  1. If it is not active, or it is off cooldown and able to be refreshed, cast Noble Aura, and ensure that your Light of Protection buff is active. 
  2. Cast Prayer of Amplification
  3. Apply Debilitating Mark
  4. Apply Earth Punishment
  5. Apply Chain of Torment

Then, once you’ve applied Chain of Torment, you should be able to cast Condemnation, and if you have Earth Punishment at Level 5, Condemnation will be able to be cast as an automatic Critical Hit, allowing it to reset every hit during Earth Punishment’s duration. 

Remember, Chain of Torment must be active before using Condemnation, and Condemnation requires the 4th Specialty to reset on Critical Hit.

Specialty Option #4

  • Debilitating Mark and Prayer of Amplification should be maintained throughout combat, so reapply them whenever possible. (Ideally, you’ll want to make sure that Prayer of Amplification is being cast when you are going to begin, or can perform your Condemnation spam combo.)
  • Use skills like Earth's Retribution, Judgement Thunder, and Divine Aura as filler when your combo is on cooldown, or when you are not needing to heal your party.

Healing Rotation

Instead of worrying more about a rotation for your healing upkeep, pay attention to your team’s health pools while you are in any team fight. 

Make sure to keep Radiant Recovery available for a large burst heal and cleanse, or to help mitigate a tricky boss mechanic that does a lot of damage. 

Otherwise, you should be able to upkeep other healing with your Light of Regeneration and Healing Light.

The key principle is simple: do not spend every defensive cooldown immediately. Keep major protection skills available for mechanics that can threaten the entire party.

In-Game Macro Setup

The in-game macro system is a simpler way to handle much of the rotation, so you don’t have to worry about the bulk of the setup.

Check both your macro and quick-slot assignments when setting it up. Your damage skills, buffs, and conditional attacks still need the correct bindings; assigning a macro key alone does not configure the full rotation. Test the setup on a training dummy before taking it into a dungeon. Watch to ensure your attacks activate correctly and your debuffs are applied as intended. 

For targeting, boss orientation indicators, and other useful control options, check our Aion 2 settings guide.


Daevanion Board Priorities

For your Daevanion Board, start with nodes that improve Condemnation and Chain of Torment. These support your main damage skills and help you work towards stronger skill setups. 

Once you’ve acquired the important nodes and begin needing to fill out your board, you can use these examples for paths to follow:

Keep in mind, the Daevanion Boards are designed to eventually be entirely filled out.

Nezekan Example

Zikel Example

Vaizel Example

Triniel Example


Additional Tips

This build is designed for the Cleric who wants to feel more impactful in solo play and feel like they’re contributing more than just protection to a team comp during boss fights or Expeditions. 

  • Remember, you are a healing support first. Providing damage to your team is a great contribution, but your first focus is keeping your party alive and healthy for fights.  That means interrupting your combo if necessary.
  • This build takes a moment. Your spam damage doesn’t come into play immediately, so don’t feel discouraged if you’re not dealing a lot of damage right away. Remember, you need to have Condemnation up to at least level 12 to unlock the Speciality, and you need Earth Punishment to at least level 5. (That being said, you will still be able to do decent amounts of damage and debuffs without the specific keystones to the build.)
  • Adapt to the party: If there is already a lot of damage built into your party, consider temporarily swapping out Prayer of Amplification for a more support based Stigma such as: Summon Resurrection or Absolution. Remember, you are the healer first, damage second. If the party has enough damage, you should be the one to pivot for survivability.

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