Skip to content
Guides Factory
Theme

AION 2 Spiritmaster PvE Guide: Skills, Stigmas, Macro and Rotation

This guide covers the AION 2 Spiritmaster's PvE setup from leveling to mid game: which active skills, stigmas and passives to take, how to build the macro and how to run the rotation. It is written for new Spiritmaster players who want a complete, ready-to-use setup.

Beginner 13 min read 5 viewsUpdated 2 days ago
Adapted from The Only Spiritmaster PVE Guide You Need | AION 2

This page gives you a complete PvE setup for the Spiritmaster, from the first levels into the mid game: which specialties to pick on every damage skill, which Stigmas and passives to take, how to build the two-line macro and how to open a fight. Everything here carries over to the late game, where only the passive priority changes.

Quick answer

WhatAnswer
Main damageCold Shock and Combustion, both with no cooldown
Summon orderFire Spirit last, after Water and Earth
Fusion trigger4 elemental stacks, one per spirit ability
Ancient Spirit30 second duration, 1 minute 30 second cooldown
Opening buffsSpirit Benediction, Flame Blessing, then Ancient Spirit
Level firstElemental Fusion to level 16

Set up Cold Shock and Combustion for leveling

Your two basic attacks carry the whole leveling phase. Both have no cooldown, so you spam them constantly, and they balance each other: Cold Shock builds MP and Combustion spends it.

SkillDefault keyMPSpecialties to take
Cold ShockLeft clickGenerates20% more MP restored 1:30, plus either HP absorb (safer leveling) or the fourth perk, a stacking buff worth up to 10% more attack
CombustionRight clickConsumesUp to 12% more damage when fewer targets are hit 1:59, plus 20% skill speed

The MP perk on Cold Shock is normally enough to stop you running dry while leveling. For the second Cold Shock pick, take HP absorb if you keep dying and the attack stack if you want damage straight away — attack scales every hit you land, spirits included.

The Combustion perk rewards single targets: against one boss you get the full 12% on one of your two main damage sources.

The Specialty list is where you pick the MP restored perk and the HP absorb or attack perk for leveling.

Cycle your spirits so each one fires its ability

The class is built around four elemental spirits, and only one of them stays out at a time. When you summon a new spirit, the previous one lingers for 2 seconds and then disappears, so summoning three in quick succession gives you a brief overlap before only the last one remains.

What makes cycling worth it: every spirit uses its ability the moment it is summoned. Leaving one spirit out all fight only gets you its ability on lucky auto attacks, while swapping between them forces an ability every time 3:25.

SpiritAbilityChance on auto attackSpecialty
WaterSingle-target attack15%Increased attack
EarthTaunt that also deals damage10%Increased activation chance
FireLarge AoE attack15% (25% with specialty)+20% critical hit damage, +10% activation chance
WindAoE attack that also restores your HP10%Not used in this setup

Summon the Fire Spirit last, after Water and Earth 3:53. Water hits harder with its single ability, but Fire has the highest damage per second overall, so it is the one you want to stay on the field once the other two vanish.

The Fire Spirit's activation specialty raises its auto-attack proc chance from 15% to 25%, which matters far more than it looks: every proc is another stack toward Elemental Fusion.

Advertisement

Add Dimensional Control, Elemental Fusion and Jointstrike: Curse

Three more active skills round out your damage.

Dimensional Control becomes usable right after you summon a spirit, and beyond that it is a plain damage skill. Take the second specialty: a follow-up hit 3 seconds later for 50% of the original damage 5:18.

Elemental Fusion is the skill the rest of the rotation feeds. Each time a spirit uses its ability you gain one elemental stack, and at four stacks Fusion unlocks 5:47. The stacks do not need four different spirits — four Fire Spirit procs work just as well. Fusion has no cooldown, so it fires as often as your spirits generate stacks, and it becomes one of your biggest damage sources later on. For specialties, take:

  • the 25% extra damage 3 seconds after a hit
  • the elemental boost on hit, which raises all your elemental damage by 10%

Turning Fusion into a charge skill is an option, but it has tested as a damage loss so far.

Jointstrike: Curse puts a damage-over-time curse on the target and makes your currently active spirits use their ability. Only active spirits respond: summon Water, Earth and Fire in that order, press Joint Strike, and only Fire fires 7:13.

Take this first

Pick the mobile skill specialty on Jointstrike: Curse before anything else. Without it the skill locks you in its animation every cast.

Pick your early Stigmas and passives

Take the four Stigmas in this order:

OrderStigmaWhat it does
1Ancient SpiritA fifth spirit that stays out alongside your active one. Lasts 30 seconds, 1 minute 30 second cooldown 8:11
2Jointstrike: CorrodeInflicts corrode, raising damage from all your spirits against the target, and forces spirit abilities
3Spirit BenedictionSelf buff: more PvE damage boost and PvE damage tolerance, plus a heal
4Flame BlessingSelf buff: auto attacks gain a chance to deal additional damage

The Ancient Spirit is the big one. Because it coexists with your Fire Spirit, Joint Strike forces an ability from both of them, and every Ancient Spirit ability counts toward your Fusion stacks 8:40. It will not be up all the time early on, so treat it as a burst window.

For passives, max Spirit Strike first: it gives PvE damage boost and perfect chance to both you and your spirits. Then spread points across three proc passives:

PassiveEffect
Spirit StrikeMax first — flat PvE damage boost and perfect chance
Spirit Destiny50% chance of extra damage on attacks within 10 seconds of summoning a spirit 10:35
CorrodeCritical hit chance, plus a chance of extra damage when you land a critical hit
Consecutive CountercurrentChance of extra damage against a target taking damage over time

Spirit Destiny is close to always active, because you summon a fresh spirit every few seconds. Consecutive Countercurrent switches on as soon as Jointstrike: Curse lands.

Advertisement

Build the macro and run the rotation

The macro has two lines. The first cycles your spirits but checks Elemental Fusion before every summon, so you never waste stacks by summoning a spirit while Fusion is ready. The second line just fires the two Joint Strikes whenever they come off cooldown — their timing does not matter.

  1. 12:03
  2. used whenever off cooldown
  3. slotting it before the Earth Spirit was a net loss · 13:30
  4. you press them yourself
  5. holding left click keeps Cold Shock refilling MP
Every pull
  1. 13:59

When every skill in the macro is on cooldown, it falls back to a basic attack, so you never stand idle.

The Joint Strikes always force an ability from the Fire Spirit, since it is the one you keep out, but forced abilities give no elemental stacks. Stacks come only from summoning a spirit or from a spirit's own auto-attack proc. That is why the spirit cycle, not Joint Strike, is what feeds Fusion.

If you run Elemental Fusion as a charge skill, it cannot go in the macro — you have to charge and release it by hand.

Save your buffs

Spirit Benediction and Flame Blessing belong to the moments that need them. Spending them on two or three trash mobs, or right before a boss mechanic starts, leaves you without them when the damage counts.

The macro and rotation stay exactly the same from the early game through the late game.

Spend skill points and stigma shards in the mid game

In the mid game, levelling your active skills is where most of your extra damage comes from. Only a handful are worth the points:

PrioritySkillTarget levelWhy
1Elemental Fusion16New specialty: 25% chance to regain four elements and cast again immediately 15:27
2Fire Spirit16All Fire Spirit stats +20%
3Combustion16Adds a chain skill, only slightly better than 20% skill speed
4Rapid Scattershot16The perk heavily reduces your cooldowns
—Jointstrike: Curse12Take the minus 2 second cooldown and stop there
—Cold Shock, Water, Earth, Dimensional ControlLeaveLittle or no PvE gain

At level 16 on Elemental Fusion, the regain-four-elements perk replaces the 3-second extra damage pick. You lose a little, but the new perk comes out ahead.

This is the specialty to pick when you level Elemental Fusion: a 25% chance to regain four elements so you can cast it again right away.

On the Fire Spirit, the level 16 stats perk has to replace one of your two picks. Drop the critical damage one and keep the activation chance — the activation chance is what keeps Fusion stacks coming.

The catch with these three skills is that each has more good specialties than slots. Elemental Fusion, Fire Spirit and Combustion all eventually want level 20, where you can run three specialties at once.

Rapid Scattershot is the speculative pick: a cooldown reset after a stagger would let you recast your buffs and the Ancient Spirit mid-fight. Jointstrike: Curse at level 20 only extends the curse duration, which is not worth the 8 skill points it costs.

For stigma shards, level in this order:

OrderStigmaLevelWhy
1Jointstrike: Corrode5+15% extra damage taken from spirits during corrode 19:18
2Ancient Spirit15More effects; level 20 costs 40 stigma shards and can wait
3Flame Blessing15More damage and a longer duration
4Spirit Benediction10More damage boost from the Spirit Strike passive
The first Jointstrike: Corrode perk, +15% extra damage taken from Spirit, is the reason to level this stigma first.

The Ancient Spirit earns most of its value through the extra Fusion stacks it generates rather than its own hits, which is why level 15 is enough for now. No Stigma is dramatically stronger at level 20, so spreading shards across all four gives you more power than maxing one.

Advertisement

Switch to the right passives in the late game

The early proc passives — Spirit Destiny, Corrode and Consecutive Countercurrent — hit hard while leveling but fall off later. Two passives replace them in the priority list.

Mental Focus raises your mental type chance by 29%, which mostly improves your fears and does little in PvE. Its real value is that it also raises double chance, a stat that is hard to come by on the global version 21:00.

Element Unification raises your critical damage boost every time a spirit lands an attack, stacking up to five times. With spirits hitting constantly it stays near full, and percentage damage increases like this scale well as your gear improves.

Late-game passive focus: Spirit Strike, Mental Focus and Element Unification 21:13.

Also worth knowing

Before you commit
  • The Wind Spirit stays off the macro for a reason. Every test of adding it so far has been a damage loss, despite its HP restore, and more testing is planned.
  • A four-spirit setup is a competing claim. Some players run all four spirits on the bar and charge Elemental Fusion fully by hand, reporting more damage than the three-spirit macro at the same Fusion timing. That contradicts the setup above and has not been settled, so treat it as an experiment rather than a fix.
  • Draining MP with the macro usually means left click is not held. Cold Shock is your only MP source; hold it down with the macro and keep the 20% MP restored specialty on it.

Frequently asked

Should the Spiritmaster use the Wind Spirit in AION 2 PvE?

The Wind Spirit does an area attack and restores HP to the Spiritmaster, but the standard PvE setup leaves it out of the rotation. Testing so far showed that using it resulted in a damage loss, and further testing is still planned.

How do I stop running out of mana as a Spiritmaster?

Cold Shock generates MP while Combustion consumes it. Take the specialty that gives 20% more MP restored on Cold Shock, which is usually enough during leveling. When using the macro, hold the left mouse button together with the macro button.

Which skill should a Spiritmaster level first in the mid game?

Elemental Fusion should reach level 16 first, because that unlocks a 25% chance to regain four elements and use it again immediately. After that, bring the Fire Spirit and then Combustion to level 16.

Should self buffs go into the Spiritmaster macro?

No. Spirit Benediction and Flame Blessing are used manually at the start of a fight and at the right moment for a boss. Putting them in the macro would waste them on trash mobs or just before a boss mechanic.

AION 2Spiritmasterclass guidemacropverotationskillsstigmas

Read next

Advertisement

On this page