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
| What | Answer |
|---|---|
| Main damage | Cold Shock and Combustion, both with no cooldown |
| Summon order | Fire Spirit last, after Water and Earth |
| Fusion trigger | 4 elemental stacks, one per spirit ability |
| Ancient Spirit | 30 second duration, 1 minute 30 second cooldown |
| Opening buffs | Spirit Benediction, Flame Blessing, then Ancient Spirit |
| Level first | Elemental 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.
| Skill | Default key | MP | Specialties to take |
|---|---|---|---|
| Cold Shock | Left click | Generates | 20% more MP restored 1:30, plus either HP absorb (safer leveling) or the fourth perk, a stacking buff worth up to 10% more attack |
| Combustion | Right click | Consumes | Up 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.
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.
| Spirit | Ability | Chance on auto attack | Specialty |
|---|---|---|---|
| Water | Single-target attack | 15% | Increased attack |
| Earth | Taunt that also deals damage | 10% | Increased activation chance |
| Fire | Large AoE attack | 15% (25% with specialty) | +20% critical hit damage, +10% activation chance |
| Wind | AoE attack that also restores your HP | 10% | 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.
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.
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:
| Order | Stigma | What it does |
|---|---|---|
| 1 | Ancient Spirit | A fifth spirit that stays out alongside your active one. Lasts 30 seconds, 1 minute 30 second cooldown 8:11 |
| 2 | Jointstrike: Corrode | Inflicts corrode, raising damage from all your spirits against the target, and forces spirit abilities |
| 3 | Spirit Benediction | Self buff: more PvE damage boost and PvE damage tolerance, plus a heal |
| 4 | Flame Blessing | Self 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:
| Passive | Effect |
|---|---|
| Spirit Strike | Max first — flat PvE damage boost and perfect chance |
| Spirit Destiny | 50% chance of extra damage on attacks within 10 seconds of summoning a spirit 10:35 |
| Corrode | Critical hit chance, plus a chance of extra damage when you land a critical hit |
| Consecutive Countercurrent | Chance 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.
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.
- 12:03
- used whenever off cooldown
- slotting it before the Earth Spirit was a net loss · 13:30
- you press them yourself
- holding left click keeps Cold Shock refilling MP
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.
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:
| Priority | Skill | Target level | Why |
|---|---|---|---|
| 1 | Elemental Fusion | 16 | New specialty: 25% chance to regain four elements and cast again immediately 15:27 |
| 2 | Fire Spirit | 16 | All Fire Spirit stats +20% |
| 3 | Combustion | 16 | Adds a chain skill, only slightly better than 20% skill speed |
| 4 | Rapid Scattershot | 16 | The perk heavily reduces your cooldowns |
| — | Jointstrike: Curse | 12 | Take the minus 2 second cooldown and stop there |
| — | Cold Shock, Water, Earth, Dimensional Control | Leave | Little 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.
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:
| Order | Stigma | Level | Why |
|---|---|---|---|
| 1 | Jointstrike: Corrode | 5 | +15% extra damage taken from spirits during corrode 19:18 |
| 2 | Ancient Spirit | 15 | More effects; level 20 costs 40 stigma shards and can wait |
| 3 | Flame Blessing | 15 | More damage and a longer duration |
| 4 | Spirit Benediction | 10 | More damage boost from the Spirit Strike passive |
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.
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
- 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.
Read next
AION 2 Chanter PvE Guide: Skills, Stigmas and Macro Setup
Covers the Chanter's leveling skill setup, stigmas, passives and one-button macro, then the changes that matter from level 45 onward. Written for new Chanter players who want to deal strong damage while buffing a party in PvE.
AION 2 Templar PvE Build, Stigmas and Gear Guide
Covers the Templar's PvE skill specs, stigma choices, macro, boss opener, gear stats, Arcana, Pantheon and Pet Genus rolling. Written for Templar players who want to maximise damage in dungeons.
AION 2 Sorcerer Build: Skills, Passives, Stigmas and Rotation
A PvE Sorcerer build for AION 2 covering skill levelling order, specialties, passives, stigmas, Daevanion boards, the cast rotation and a three-button macro. It is written for players who want strong single-target and area damage against bosses, not just on a training dummy.
AION 2 Cleric DPS Build: Skills, Stigmas, Macro and Arcana
This guide covers a damage-focused Cleric build for AION 2, from skill specialties and the opening rotation to the stigma loadout, macro, Arcana and pet wheels. It is for Clerics who want to deal high damage in dungeons while keeping their healing tools.



