AION 2 Guides
Elementalist

PvEPvPLeveling · Global Season 1

Elementalist

The only summoner: spirits of fire, water, earth and wind fight for you, every spirit skill charges Elemental Fusion, and curses tick on the target.

Updated: Patch: Season 1

Source: Evripides (aion2sm.com) · DankRNG · aLuckyROSource: Evripides (aion2sm.com)Source: Grobs · MMO Codex

Who to watch: DankRNG all creators →

Role
Summoner · magic DPS
Weapon
Orb
Difficulty
Hard

Leveling progress

0/23 done

Tick steps as you go. Progress is saved in this browser, separately for each class.

Overview

The Elementalist (Spirit Master) is the only summoner: a spirit fights next to you, every spirit skill gives you an element, and at four elements Elemental Fusion is ready. Most of the damage comes from Elemental Fusion and the spirits — above all Summon: Ancient Spirit and Summon: Fire Spirit.

The build in one sentence

Buff first, then summon: a spirit copies your stats at the moment it appears. Keep five stacks of Cold Shock's Attack buff, open with the buffs and the Ancient Spirit, and let the macro fire Elemental Fusion whenever it is ready.

  • The snapshot rule. A spirit's damage depends on your stats and buffs when you summon it. A buff cast after the summon does nothing for that spirit — never call the Ancient Spirit without your buffs up.
  • Weave the basic attack. Cold Shock gives +2% Attack per hit, up to five stacks. Losing them costs 10% Attack for you and for every spirit you summon; an extra basic attack is worth more than the next summon.
  • Long fights favour you. The class leans on buffs and damage over time, so it gets stronger the longer a fight lasts — and loses the most if you die with everything on cooldown.

This guide follows Evripides' written Spirit Master guide, global edition for Season 1 (aion2sm.com, written at 700k CP, updated September 29), which DankRNG builds his video on; aLuckyRO's global video adds the day-one picks. The guide is adapted from the Taiwan and Korean version — its author will update it after launch.

Patch Season 1. The build is checked against guides from the global servers: 4 stigmas, cap 20.

Overview

In PvP the Elementalist is a kiting class that wins by outlasting: less mobility than a Ranger and less burst than a Sorcerer, but by far the tankiest ranged class, with fear, a dispel and spirits that keep hitting when you are out of range.

  • Fear is control, not a kill tool. Use it to peel and to force out the enemy's Defiance; the damage comes from Elemental Fusion, curses and spirits.
  • Timing decides fights. Know the other class's skills: a defensive used too early or too late loses the fight.
  • Summon: Earth Spirit taunts — and Defiance cannot break a taunt.

The PvP mode follows the "PvP Starter" build of the same guide (updated September 29).

Patch Season 1. The build is checked against guides from the global servers: 4 stigmas, cap 20.

Skills

Three skills must reach 20: Combustion, Summon: Fire Spirit and Elemental Fusion. Summon: Water Spirit is fine at 16 and nice at 20; everything else stops at 16. In the first days, with skills at 8–12, take the mana picks named in the cards (aLuckyRO).

  • Elemental Fusion 20
    Your biggest hit, with no cooldown — it fires every time you hold four elements. Delayed damage, +10 to all Element Boosts and a 25% chance to keep the four elements. aLuckyRO takes the charged version (up to +200%) on day one instead.
    • 8Extra damage after 3s on hit
    • 8+10 all Element Boost on hit
    • 1625% chance to regain Four Elements
    All specializations
    • 8Changes to AoE Skill
    • 8Extra damage after 3s on hit
    • 8+10 all Element Boost on hit
    • 12Changes to Charge Skill, dealing up to 200% more damage
    • 1625% chance to regain Four Elements
  • Combustion 20
    +12% on a single target, +20% Skill Speed and the Ashy Call chain. First days: −20% MP until your mana holds (aLuckyRO).
    • 8Deals up to 12% more damage when less targets are hit
    • 12+20% Skill Speed
    • 16Adds [Ashy Call] Chain Skill
    All specializations
    • 8-20% MP consumed
    • 8Deals up to 12% more damage when less targets are hit
    • 8+100 Skill Accuracy
    • 12+20% Skill Speed
    • 16Adds [Ashy Call] Chain Skill
  • Summon: Fire Spirit 20
    The strongest base spirit and the one with the longest uptime — summon it last so it stays out while the others cool down.
    • 8+20% Fire Spirit Critical Hit damage
    • 810% chance to activate skill when Fire Spirit lands attack
    • 16+20% Fire Spirit Stats
    All specializations
    • 8-50% MP Cost
    • 8+20% Fire Spirit Critical Hit damage
    • 810% chance to activate skill when Fire Spirit lands attack
    • 125% chance to inflict Knockdown for 3s on landing Fire Spirit attack
    • 16+20% Fire Spirit Stats
  • Cold Shock 16
    Basic attack: Multi-Hit and the +2% Attack stacks that every summon copies. 14 is fine, 16 is best early on because cooldowns are long. First days: +20% MP restored instead of Multi-Hit.
    • 8+50% Multi-Hit on hit
    • 12+2% Attack on landing [Earth Tremor] (Up to 5 stacks)
    All specializations
    • 8+20% MP restored
    • 8Absorbs 1% HP
    • 8+50% Multi-Hit on hit
    • 12+2% Attack on landing [Earth Tremor] (Up to 5 stacks)
    • 1610% chance to remove 1 buff on landing [Earth Tremor]
  • Summon: Water Spirit 16
    The highest single-target hit of the base spirits when it joins Jointstrike: Corrode, and your mana while leveling.
    • 8+10% Water Spirit Attack
    • 16+20% Water Spirit Stats
    All specializations
    • 8-50% MP Cost
    • 8+10% Water Spirit Attack
    • 810% chance to activate skill when Water Spirit lands attack
    • 125% chance to inflict Root for 2s on landing Water Spirit attack
    • 16+20% Water Spirit Stats
  • Jointstrike: Curse 16
    DoT and debuff: +2s Curse and the mobile pick. Your spirits — the Ancient Spirit too — hit with you.
    • 8+2s Curse duration
    • 8Changes to mobile skill
    All specializations
    • 8+2s Curse duration
    • 8+50% Multi-Hit on hit
    • 8Changes to mobile skill
    • 12-2s cooldown
    • 16[Jointstrike: Curse] ignores Block and Evasion and lands as a Critical Hit
  • Dimensional Control 16
    Fires when you summon; delayed damage and Multi-Hit. Skip the pull and the slow.
    • 8Extra damage after 3s on hit
    • 8+50% Multi-Hit chance on hit
    All specializations
    • 8+20% Slow effect
    • 8Extra damage after 3s on hit
    • 8+50% Multi-Hit chance on hit
    • 12Pull in nearby targets
    • 1630% chance to inflict Root for 3s on hit
  • Summon: Earth Spirit 16
    Taunts the enemy onto itself — the boss hits the spirit, not you. Useful solo.
    • 8+20% PvE Damage Tolerance and +10 PvP Damage Tolerance to Earth Spirit
    • 810% chance to activate skill when Earth Spirit lands attack
    All specializations
    • 8-50% MP Cost
    • 8+20% PvE Damage Tolerance and +10 PvP Damage Tolerance to Earth Spirit
    • 810% chance to activate skill when Earth Spirit lands attack
    • 125% chance to restore 5% of Spirit HP when landing Earth Spirit attack
    • 16+20% Earth Spirit Stats
  • Rapid Scattershot 16
    Only on Staggered bosses. Below 16 take the mobile pick and Multi-Hit; at 16 Multi-Hit and −1s to all cooldowns.
    • 12Multi-Hit on hit
    • 16-1s all skill cooldowns on hit
    All specializations
    • 8Absorbs 5% HP
    • 8Restores 120 MP
    • 8Changes to mobile skill
    • 12Multi-Hit on hit
    • 16-1s all skill cooldowns on hit
  • Defiance 16
    CC break; 20% HP back and damage tolerance for the Tenacity window.
    • 8Restores 20% HP on using [Defiance]
    • 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
    All specializations
    • 8Adds [Curse of Despair] Chain Skill
    • 8Restores 1000 Stamina on using [Defiance]
    • 8Restores 20% HP on using [Defiance]
    • 12+2s Tenacity duration
    • 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
  • Summon: Wind Spirit skip
    The weakest skill damage, and summoning it costs time from the others. aLuckyRO keeps it for the first week to reach four elements faster; drop it once three spirits open Fusion on their own.
    All specializations
    • 8-50% MP Cost
    • 8+20% Wind Spirit Critical Hit
    • 810% chance to activate skill when Wind Spirit lands attack
    • 125% chance to reduce enemy Attack Speed by 30% for 10s on landing Wind Spirit attack
    • 16+20% Wind Spirit Stats
  • Soul's Cry PvP
    Fear — a PvP skill.
    All specializations
    • 8+50% Multi-Hit on hit
    • 8Inflicts Root for 5s
    • 8Changes to mobile skill
    • 12-10s cooldown
    • 16+2s Fear duration

Skills

Four hard musts at 20: Defiance, Cold Shock, Elemental Fusion and Jointstrike: Curse; Combustion reaches 20 through the arcana set anyway.

  • Defiance 20
    CC break with 20% HP, +2s Tenacity and damage tolerance. When someone engages on you, break the first CC at once.
    • 8Restores 20% HP on using [Defiance]
    • 12+2s Tenacity duration
    • 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
    All specializations
    • 8Adds [Curse of Despair] Chain Skill
    • 8Restores 1000 Stamina on using [Defiance]
    • 8Restores 20% HP on using [Defiance]
    • 12+2s Tenacity duration
    • 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
  • Cold Shock 20
    HP absorb and Multi-Hit. The Attack stacks rarely build up in PvP, so they are not taken here.
    • 8Absorbs 1% HP
    • 8+50% Multi-Hit on hit
    All specializations
    • 8+20% MP restored
    • 8Absorbs 1% HP
    • 8+50% Multi-Hit on hit
    • 12+2% Attack on landing [Earth Tremor] (Up to 5 stacks)
    • 1610% chance to remove 1 buff on landing [Earth Tremor]
  • Elemental Fusion 20
    Your burst. For mass PvP swap the delayed damage for the AoE version.
    • 8Extra damage after 3s on hit
    • 8+10 all Element Boost on hit
    • 1625% chance to regain Four Elements
    All specializations
    • 8Changes to AoE Skill
    • 8Extra damage after 3s on hit
    • 8+10 all Element Boost on hit
    • 12Changes to Charge Skill, dealing up to 200% more damage
    • 1625% chance to regain Four Elements
  • Jointstrike: Curse 20
    Multi-Hit, −2s cooldown, and at 16 it ignores Block and Evasion and crits. Apply it first — it baits out the enemy's healing potion.
    • 8+50% Multi-Hit on hit
    • 12-2s cooldown
    • 16[Jointstrike: Curse] ignores Block and Evasion and lands as a Critical Hit
    All specializations
    • 8+2s Curse duration
    • 8+50% Multi-Hit on hit
    • 8Changes to mobile skill
    • 12-2s cooldown
    • 16[Jointstrike: Curse] ignores Block and Evasion and lands as a Critical Hit
  • Combustion 20
    The same picks as in PvE.
    • 8Deals up to 12% more damage when less targets are hit
    • 12+20% Skill Speed
    • 16Adds [Ashy Call] Chain Skill
    All specializations
    • 8-20% MP consumed
    • 8Deals up to 12% more damage when less targets are hit
    • 8+100 Skill Accuracy
    • 12+20% Skill Speed
    • 16Adds [Ashy Call] Chain Skill
  • Dimensional Control 16
    Lots of CC and kiting: delayed damage and a root chance; it procs with every summon and roots out the enemy's Defiance.
    • 8Extra damage after 3s on hit
    • 1630% chance to inflict Root for 3s on hit
    All specializations
    • 8+20% Slow effect
    • 8Extra damage after 3s on hit
    • 8+50% Multi-Hit chance on hit
    • 12Pull in nearby targets
    • 1630% chance to inflict Root for 3s on hit
  • Summon: Earth Spirit 16
    The taunt — one of the strongest CCs in the game. Damage tolerance and +20% stats for the spirit.
    • 8+20% PvE Damage Tolerance and +10 PvP Damage Tolerance to Earth Spirit
    • 16+20% Earth Spirit Stats
    All specializations
    • 8-50% MP Cost
    • 8+20% PvE Damage Tolerance and +10 PvP Damage Tolerance to Earth Spirit
    • 810% chance to activate skill when Earth Spirit lands attack
    • 125% chance to restore 5% of Spirit HP when landing Earth Spirit attack
    • 16+20% Earth Spirit Stats
  • Soul's Cry 12–16
    Fear with a root and −10s cooldown; below 16 is fine.
    • 8Inflicts Root for 5s
    • 12-10s cooldown
    All specializations
    • 8+50% Multi-Hit on hit
    • 8Inflicts Root for 5s
    • 8Changes to mobile skill
    • 12-10s cooldown
    • 16+2s Fear duration
  • Summon: Water Spirit 12–16
    12–16 is enough.
    • 8+10% Water Spirit Attack
    • 810% chance to activate skill when Water Spirit lands attack
    All specializations
    • 8-50% MP Cost
    • 8+10% Water Spirit Attack
    • 810% chance to activate skill when Water Spirit lands attack
    • 125% chance to inflict Root for 2s on landing Water Spirit attack
    • 16+20% Water Spirit Stats
  • Summon: Fire Spirit 14
    Still hits hard at a low level.
    • 8+20% Fire Spirit Critical Hit damage
    • 810% chance to activate skill when Fire Spirit lands attack
    All specializations
    • 8-50% MP Cost
    • 8+20% Fire Spirit Critical Hit damage
    • 810% chance to activate skill when Fire Spirit lands attack
    • 125% chance to inflict Knockdown for 3s on landing Fire Spirit attack
    • 16+20% Fire Spirit Stats
  • Summon: Wind Spirit skip
    Not used in PvP.
    All specializations
    • 8-50% MP Cost
    • 8+20% Wind Spirit Critical Hit
    • 810% chance to activate skill when Wind Spirit lands attack
    • 125% chance to reduce enemy Attack Speed by 30% for 10s on landing Wind Spirit attack
    • 16+20% Wind Spirit Stats
  • Rapid Scattershot skip
    Only works on Staggered targets.
    All specializations
    • 8Absorbs 5% HP
    • 8Restores 120 MP
    • 8Changes to mobile skill
    • 12Multi-Hit on hit
    • 16-1s all skill cooldowns on hit

Passives

Passive levels come from every armor piece, the earrings and the necklace, so they run far ahead of the actives — in a finished Season 1 set a passive reaches 30 and more.

#PassiveWhy
1Mental FocusDouble Chance — max it (about 32 in Season 1).
2Spirit StrikePvE Damage Boost and Perfect Chance for you and the spirit. A close second.
3Element UnificationStacking Critical Damage Boost whenever a spirit skill lands.
4Spirit RevitalizationShorter spirit cooldowns — more Elemental Fusion.

First days (aLuckyRO): Spirit Strike first, then Spirit's Descent and Consecutive Countercurrent. Corrode and Element Unification only pay off once your gear gives Critical Hit — before that you barely crit.

#PassiveWhy
1Spirit ProtectionDefense against burst — Assassins, Sorcerers, Gladiators. About 20.
2Revitalization ContractStatus Effect Resist. About 20.

Stigmas

These four are the set for every PvE fight. Take all four to 10 first, then each to 20 in this order. Slots open at levels 22, 27, 32 and 37.

  • Summon: Ancient Spirit Lv 20
    Your highest-damage stigma: a 30-second extra spirit that gives you Elemental Fusion every time it uses its skill — at 15 after every five basic attacks. Always summon it with your buffs and Cold Shock stacks up.
    • 5+10% Ancient Spirit Attack
    • 10x1.5 [Spirit's Descent] activation chance and damage for 30s
    • 15Ancient Spirit uses skill after 5 basic attacks
    • 20+20% Ancient Spirit Stats
    All specializations
    • 5+10% Ancient Spirit Attack
    • 10x1.5 [Spirit's Descent] activation chance and damage for 30s
    • 15Ancient Spirit uses skill after 5 basic attacks
    • 20+20% Ancient Spirit Stats
  • Enhance: Spirit's Benediction Lv 20
    Damage Boost and Tolerance for you and your spirits — cast it before you summon.
    • 5Restores 10% of Max HP on cast
    • 10x1.5 [Spirit Strike] Damage Boost effect
    • 15x1.5 activation chance and amount healed from [Spirit Communion]
    • 20+25% PvE Damage Boost and Damage Tolerance, +12.5% PvP Damage Boost and Damage Tolerance for caster and Spirit
    All specializations
    • 5Restores 10% of Max HP on cast
    • 10x1.5 [Spirit Strike] Damage Boost effect
    • 15x1.5 activation chance and amount healed from [Spirit Communion]
    • 20+25% PvE Damage Boost and Damage Tolerance, +12.5% PvP Damage Boost and Damage Tolerance for caster and Spirit
  • Flame Blessing Lv 20
    Accuracy and extra damage on hit; one of your strongest buffs and it scales a lot at 20.
    • 5+100 Accuracy
    • 10+100 Critical Hit
    • 15+10% Critical Damage Boost
    • 20-50% extra damage cooldown
    All specializations
    • 5+100 Accuracy
    • 10+100 Critical Hit
    • 15+10% Critical Damage Boost
    • 20-50% extra damage cooldown
  • Jointstrike: Corrode Lv 20
    A DoT that makes the target take more damage from your spirits. At 20 it lasts 20 seconds and can stay up all the time with about 33% cooldown reduction.
    • 5+15% extra damage taken from Spirit during Corrode
    • 10-20% Combat Speed on hit for 10s
    • 15-70% Incoming Heal during Corrode
    • 20+10s Corrode effect duration
    All specializations
    • 5+15% extra damage taken from Spirit during Corrode
    • 10-20% Combat Speed on hit for 10s
    • 15-70% Incoming Heal during Corrode
    • 20+10s Corrode effect duration
  • Cursed Cloud later
    Strong in PvE, but there is no slot for it in Season 1.
    • 5-1000 enemy Max Stamina during Damage over Time
    • 10-20% Max HP of PC targets during Damage over Time
    All specializations
    • 5-1000 enemy Max Stamina during Damage over Time
    • 10-20% Max HP of PC targets during Damage over Time
    • 15+10s Damage over Time duration
    • 20-30% Status Effect Resist during Damage over Time

Stigmas

SetStigmasWhen
DefaultAncient Spirit, Spirit's Benediction, Command: Proxy, Seize MagicThe best all-round set.
No ProxyCorrode in place of Command: ProxyRiskier, more damage and anti-heal — against Clerics, Gladiators, Templars.
UtilityAncient Spirit, Cry of Terror, Corrode, Kaisinel's PowerExtra AoE fear and CC chance — against Clerics and Chanters.
  • Command: Proxy Lv 20
    For 7 seconds most of the damage you take is shared with your spirits. Use it when an Assassin engages or a Sorcerer freezes you — not on the first CC.
    • 5+2s Command: Proxy duration
    • 10+10% PVP Damage Tolerance increase and +5% PvP Damage Tolerance increase to Spirit
    • 15x1.5 [Spirit Protection] effect during Command: Proxy
    • 20Restores 3% of Spirit's HP every 1s for Command: Proxy duration
    All specializations
    • 5+2s Command: Proxy duration
    • 10+10% PVP Damage Tolerance increase and +5% PvP Damage Tolerance increase to Spirit
    • 15x1.5 [Spirit Protection] effect during Command: Proxy
    • 20Restores 3% of Spirit's HP every 1s for Command: Proxy duration
  • Seize Magic Lv 20
    Removes the enemy's buffs, bursts and at 20 seals. Dispel invulnerability skills, or a Ranger right after they buff.
    • 5Removes up to 3 buffs
    • 10Inflicts Seal for 5s when removing 3 or more buffs
    • 15Removes up to 5 buffs
    • 20-30s cooldown
    All specializations
    • 5Removes up to 3 buffs
    • 10Inflicts Seal for 5s when removing 3 or more buffs
    • 15Removes up to 5 buffs
    • 20-30s cooldown
  • Jointstrike: Corrode No Proxy
    −60% healing and a long DoT against sustain classes. Apply Curse and your other DoTs first, so a potion can't cleanse it.
    • 5+15% extra damage taken from Spirit during Corrode
    • 10-20% Combat Speed on hit for 10s
    • 15-70% Incoming Heal during Corrode
    • 20+10s Corrode effect duration
    All specializations
    • 5+15% extra damage taken from Spirit during Corrode
    • 10-20% Combat Speed on hit for 10s
    • 15-70% Incoming Heal during Corrode
    • 20+10s Corrode effect duration
  • Cry of Terror Utility
    AoE fear for extra control.
    • 5Root for 5s on hit
    • 10Up to +20% damage when more targets hit
    • 15+2s Fear duration
    • 20+20% Fear Chance
    All specializations
    • 5Root for 5s on hit
    • 10Up to +20% damage when more targets hit
    • 15+2s Fear duration
    • 20+20% Fear Chance
  • Kaisinel's Power Utility
    Raises your CC chance — your CC lands rarely without it.
    • 5+150 Block and Evasion
    • 10+15% Status Effect Resist
    • 15+150 Accuracy
    • 20+15% Status Effect Chance
    All specializations
    • 5+150 Block and Evasion
    • 10+15% Status Effect Resist
    • 15+150 Accuracy
    • 20+15% Status Effect Chance
  • Siphon alt.
    Sustain, and a shield at 15.
    • 5+20% Skill Speed
    • 10+5% HP absorbed
    • 1530% of Max HP as Protective Shield for 30s on use
    • 20Stun for 3s on hit
    All specializations
    • 5+20% Skill Speed
    • 10+5% HP absorbed
    • 1530% of Max HP as Protective Shield for 30s on use
    • 20Stun for 3s on hit

Rotation & macro

Two-hold play: hold Cold Shock on LMB and the macro on RMB, steer, and press the rest by hand. The hotbar line that used to sit on RMB moves to T.

1. Hotbar lines

1Spirit line
  1. 4 Summon: Fire Spirit
  2. 3 Summon: Earth Spirit
  3. 2 Summon: Water Spirit
  4. 1 Elemental Fusion

In-game order, top to bottom. 1 = highest priority — the bottom slot.

Spam it: Elemental Fusion fires whenever it is ready, then the spirits; Fire Spirit comes last so it stays out the longest.

7Buffs + Ancient Spirit
  1. 3 Summon: Ancient Spirit
  2. 2 Flame Blessing
  3. 1 Enhance: Spirit's Benediction

In-game order, top to bottom. 1 = highest priority — the bottom slot.

The buffs sit before the Ancient Spirit, so the summon copies them.

TDamage line
  1. 4 Combustion
  2. 3 Dimensional Control
  3. 2 Jointstrike: Curse
  4. 1 Jointstrike: Corrode

In-game order, top to bottom. 1 = highest priority — the bottom slot.

Stacked by damage; Corrode goes up the moment it is ready.

2. In-game macro

Bind the macro to RMB, 10 ms on each step:

  1. 1Enhance: Spirit's BenedictionRMB · 10 ms
  2. 2Elemental Fusion10 ms
  3. 3Jointstrike: Corrode10 ms

3. The fight

  1. Open with Flame Blessing → Enhance: Spirit's Benediction → Summon: Ancient Spirit — buffs land before the summon.
  2. Spirit line and Corrode, then start the macro and settle into the two-hold.
  3. Keep rotating your spirits; recast the buffs as soon as they are ready instead of saving them for the Ancient Spirit.
  4. If the five Cold Shock stacks are about to drop, an extra basic attack beats the next summon.

The weave depends on ping: the author wants 65% Combat Speed or more and under ~60 ms ping. aLuckyRO's advice for the first week: play without the macro until you know the class. Bind "dismiss all spirits" to a key you can reach.

Opening a fight

PvP barely relies on the macro: it only weaves Elemental Fusion → Summon: Earth Spirit on RMB. Everything else is timing.

Engaged on

Break the first CC with Defiance at once; be patient with Command: Proxy for the follow-up.

You engage

Enhance: Spirit's Benediction + Kaisinel's Power→Summon: Earth Spirit + Jointstrike: Curse→Summon: Ancient Spirit→Jointstrike: Corrode after their potion

Use Soul's Cry when the Earth Spirit doesn't land a CC, or once their Defiance is gone — root them with Dimensional Control to force it out.

AgainstAnswer
Gladiator, ClericSeize Magic on their invulnerability; Curse first, then Corrode against the sustain.
RangerSeize Magic right after they buff; Corrode against their sustain.
AssassinCommand: Proxy when they engage.
SorcererCommand: Proxy when frozen; save the dash for the meteor — it ignores Evasion and Block.
ChanterCorrode: −60% healing and a near-30-second DoT.

Arcana & stats

  • Where levels come from: 10 from skill points, 14 with the first four Daevanion boards, then +4 from an arcana and +1 from each ring — 20 for the must skills. Active skills roll on rings, weapon and guard; passives on every armor piece, the earrings and the necklace.
  • Arcana: three Primal Vigor cards plus two Magic Armor cards — both 2-piece bonuses.
  • Goals: Double Chance 25%, Cooldown Reduction 20%, Accuracy 1,500.
  • Arcana: five Primal Vigor cards. Jointstrike: Curse and Elemental Fusion are the two skills to chase on the card rolls.
  • Goals: Accuracy 2,000+, Status Effect Resist 100%+, about 40% Regeneration.

Daevanion boards

Daevanion takes your skills from 10 to 14. Each blue node gives +1 level to its skill.

  • Priority: blue nodes for Elemental Fusion, Combustion, Summon: Fire Spirit, Cold Shock, Summon: Water Spirit, the green Mental Focus and Spirit Strike, then the offensive orange nodes.
  • First days: take the cheapest node of each skill — every board has all of them, some close to the start (aLuckyRO).
  • Priority: blue nodes for Defiance, Cold Shock, Elemental Fusion, Jointstrike: Curse, Combustion; Azphel (level 45) is all PvP Damage Boost and Tolerance — take it.
Spirit ProtectionSoul's CrySpirit's DescentJointstrike: CurseSpirit StrikeSummon: Fire SpiritDimensional ControlCorrodeCombustionSpirit RevitalizationDefianceRapid ScattershotCorrodeCold ShockSpirit RevitalizationSummon: Wind SpiritSummon: Water SpiritSpirit ProtectionSummon: Earth SpiritSpirit's DescentElemental FusionSpirit Strike
237 points in total skill levels

Spirit Strike +4Summon: Fire Spirit +4Combustion +4Cold Shock +4Summon: Water Spirit +4Elemental Fusion +4Mental Focus +4

on the way:Spirit's Descent +2Spirit Communion +2Element Unification +2Spirit Protection +1Consecutive Countercurrent +1Revitalization Contract +1Summon: Wind Spirit +1Jointstrike: Curse +1

stat · 1 passive · 2 skill · 3 special · 4 stat · 2–3 route

Spirit ProtectionSoul's CrySpirit's DescentJointstrike: CurseSpirit StrikeSummon: Fire SpiritDimensional ControlCorrodeCombustionSpirit RevitalizationDefianceRapid ScattershotCorrodeCold ShockSpirit RevitalizationSummon: Wind SpiritSummon: Water SpiritSpirit ProtectionSummon: Earth SpiritSpirit's DescentElemental FusionSpirit Strike
402 points in total skill levels

Jointstrike: Curse +4Combustion +4Defiance +4Cold Shock +4Elemental Fusion +4

on the way:Spirit Revitalization +2Spirit Protection +2Spirit Communion +2Consecutive Countercurrent +2Element Unification +2Mental Focus +2Spirit's Descent +1Spirit Strike +1Soul's Cry +1Summon: Water Spirit +1Summon: Fire Spirit +1Revitalization Contract +1

stat · 1 passive · 2 skill · 3 special · 4 stat · 2–3 route

Boards and costs come from the global client data (questlog.gg); the path is calculated, not taken from a guide.

Recap

  • Skills: Elemental Fusion, Combustion, Fire Spirit 20; Cold Shock, Water Spirit, Curse, Dimensional Control 16; no Wind Spirit.
  • Stigmas: Ancient Spirit → Spirit's Benediction → Flame Blessing → Corrode, all to 10 first, then 20.
  • Passives: Mental Focus, Spirit Strike, Element Unification, Spirit Revitalization.
  • Play: buff before you summon; keep five Cold Shock stacks.

Recap

  • Skills: Defiance, Cold Shock, Elemental Fusion, Curse, Combustion 20; Earth Spirit and Dimensional Control 16.
  • Stigmas: Ancient Spirit, Spirit's Benediction, Command: Proxy, Seize Magic — Corrode for anti-heal.
  • Passives: Spirit Protection, Revitalization Contract.
  • Play: Curse first, Corrode after their potion; fear to control, not to kill.

Overview

The Elementalist (Spiritmaster) is the only summoner: a spirit fights next to you, every spirit skill gives you an element, and at four elements Elemental Fusion is ready. Dimensional Control fires each time a spirit uses its skill, and curses keep ticking on the target.

Leveling in one sentence

Level with Summon: Water Spirit (damage and mana), hold Cold Shock for MP, and let the in-game macro cycle the Spirit line and the Fusion line.

Patch Season 1. The build is checked against guides from the global servers: 4 stigmas, cap 20.

How to fight while leveling

  • Spirit: Summon: Water Spirit until the cap — best single-target damage, and it feeds your mana. The others stay at level 1 while leveling.
  • Packs: Jointstrike: Curse (hits up to 4) → Combustion → Elemental Fusion with the AoE pick once it's ready.
  • Mana: the main early problem — target mode, Cold Shock between skills, and end your spirit rotation on the Water Spirit.
  • Staggered targets: Rapid Scattershot.
  • Skip Soul's Cry — it's a PvP skill.

Leveling macro

Grobs' early-game setup: two hotbar lines and a two-slot in-game macro. In AION 2 the bottom slot of a line has the highest priority — the cards show each line top to bottom as in the game.

1Spirit line
  1. 4 Summon: Fire Spirit
  2. 3 Summon: Earth Spirit
  3. 2 Jointstrike: Corrode
  4. 1 Summon: Water Spirit

In-game order, top to bottom. 1 = highest priority — the bottom slot.

Water Spirit first; Jointstrike: Corrode (a stigma) makes the target take more damage from your spirit.

2Fusion line
  1. 4 Combustion
  2. 3 Jointstrike: Curse
  3. 2 Dimensional Control
  4. 1 Elemental Fusion

In-game order, top to bottom. 1 = highest priority — the bottom slot.

Elemental Fusion and Dimensional Control fire as soon as the spirits unlock them; Combustion fills the gaps.

In-game macro (Skill window → Macro), delay 10 ms on each slot:

  1. 1Spirit line1 · 10 ms
  2. 2Fusion line2 · 10 ms
  • HoldCold Shock on LMB and the macro key together.
  • By handEnhance: Spirit's Benediction, then Summon: Ancient Spirit (buff first — the Ancient Spirit lasts 30s).

Stigmas while leveling

Stigmas unlock at level 22.

  • Summon: Ancient Spirit Lv 5
    A 30-second extra spirit that also grants elements for Elemental Fusion.
    • 5+10% Ancient Spirit Attack
    All specializations
    • 5+10% Ancient Spirit Attack
    • 10x1.5 [Spirit's Descent] activation chance and damage for 30s
    • 15Ancient Spirit uses skill after 5 basic attacks
    • 20+20% Ancient Spirit Stats
  • Enhance: Spirit's Benediction Lv 5
    +20% PvE Damage Boost and Tolerance with healing for 10s — cast before the Ancient Spirit.
    • 5Restores 10% of Max HP on cast
    All specializations
    • 5Restores 10% of Max HP on cast
    • 10x1.5 [Spirit Strike] Damage Boost effect
    • 15x1.5 activation chance and amount healed from [Spirit Communion]
    • 20+25% PvE Damage Boost and Damage Tolerance, +12.5% PvP Damage Boost and Damage Tolerance for caster and Spirit
  • Jointstrike: Corrode Lv 5
    In Grobs' Spirit line: the target takes more damage from your spirit.
    • 5+15% extra damage taken from Spirit during Corrode
    All specializations
    • 5+15% extra damage taken from Spirit during Corrode
    • 10-20% Combat Speed on hit for 10s
    • 15-70% Incoming Heal during Corrode
    • 20+10s Corrode effect duration
  • Flame Blessing Lv 5
    Extra damage on hit for 10s — take it once your accuracy holds up.
    • 5+100 Accuracy
    All specializations
    • 5+100 Accuracy
    • 10+100 Critical Hit
    • 15+10% Critical Damage Boost
    • 20-50% extra damage cooldown

Sources

All sources and creators →

What's new

  • Gathering and crafting — the page is rewritten for global and made visual: the Essence Extraction skill tree (Proficient Handling and Delicate Touch to 10, Lady Luck at most 5, Odyle plus your weapon's resource), what each branch is for, Odyle morphing into any resource, and the crafting chain from grey to gold.
  • Elementalist: PvE and PvP — the class now has full PvE and PvP modes for Season 1, built on Evripides' global Spirit Master guide (aion2sm.com) and checked against DankRNG and aLuckyRO: skills and specializations, stigmas, passives, the buff-before-summon rule, rotation, macro, matchups and the Daevanion route.
  • World bosses — all 48 field bosses of Verteron and Altgard with their respawn timers: mark a kill and the page shows when the boss is back (and notifies you, if notifications are on). Every boss now shows where it spawns.
  • Sorcerer — skill priority rebuilt on a global level-45 Sorcerer (EUTOPIA): Hellfire and Firestorm are now core, Ice Chain is optional, Frost and Frost Burst leave the bar.
  • Chanter — from two Chanter mains on global (notXeon, WallyJTV): Recuperation 12 is enough, Power of the Storm is a core stigma, Inspiring Spell moves up, plus a macro tip for before Dark Crush 16.
  • Gladiator, Ranger, Templar, Assassin, Cleric — checked against the first global guides (aLuckyRO, Sen, LordRobson, trueeevil): day-one picks and alternatives added — Keen Strike and Aerial Snare on bosses, Explosive Arrow as an equal fourth stigma, Executing Blade for solo Templars, Determination over Impact Hit, early Cleric passives.
  • Leveling checklist — the stigma slots open one at a time at levels 22, 27, 32 and 37.

Full changelog →

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