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AION 2 Classes — All 8 Launch Classes, Roles and Weapons

AION 2 Cleric Guide — Mace Healer Skills, Rotation, Gear

AION 2 Cleric guide: the mace-wielding primary healer, its core skills with Korean test-build numbers, the rotation, gear stats, and what stays unconfirmed.

9/22/2026 Pre-launch Last updated: 9/30/2026 23 min read
AION 2 Cleric Guide — Mace Healer Skills, Rotation, Gear

FAQ

What is the Cleric in AION 2?
The Cleric is the primary healer of the confirmed eight-class global launch roster. It fights with a mace and keeps groups alive through direct healing and sustained support, which makes it one of the roles a party is built around rather than an optional addition.
What weapon does the AION 2 Cleric use?
A mace, and it is the only class in the launch roster that uses one. AION 2 ties each class to a single weapon type, so the mace is the whole weapon decision for a Cleric. Whether an off-hand goes with it is unsettled: two pre-launch build guides say Mace and Guard or Mace and shield, while the three class guides we could read in full do not mention the weapon at all, so treat the off-hand as unconfirmed until the global client is playable.
How much healing does the AION 2 Cleric do?
No global figure exists yet, because the retail global build has never been playable. Korean and Taiwanese test-build guides agree on a charged Healing Light of 1810-2530 HP across a 10-20 meter radius, a party-wide shield of 3580 damage for 10 seconds, and a summon that restores 625 HP every 3 seconds. Two independent sites publish the same numbers from the same upstream data, and both label them as in-progress build values that may be mistranslated or change.
Can the Cleric solo in AION 2?
Yes, the class can play alone, but its official strength is group support rather than personal output. Expect solo content to be a matter of sustain and patience, and treat any claim about leveling speed as unmeasured until the global build is live.
Is the Cleric hard to play in AION 2?
The kit is not the hard part. The load is responsibility: healing is reactive, and a group feels your mistakes faster than it notices anyone else. That is a reading of the role, not a measured difficulty score and not a tier placement.
Can Elyos and Asmodians both play a Cleric?
Yes. All eight launch classes are open to both factions, and every class can be played as either gender. Faction changes your starting region, your story framing and your community, not your class options.
Is there a Cleric tier placement yet?
No verified global one. The retail global build has never been playable, so every Cleric ranking published before October 5, 2026 is inferred from the Korean and Taiwanese service, which is a separate build.
Should a group bring a Cleric and a Chanter together?
They do different jobs, so yes when the content is hard enough to want both: the Cleric answers damage taken with direct healing while the Chanter raises output with positional buffs and stretches the fight with sustained recovery. Neither replaces the other.
What changes on this page after October 5, 2026?
A leveling and endgame section played on the global client, confirmed healing and utility detail read from the live build, and a tier placement published only with its test date, build and sample size attached.

The Cleric is the primary healer of AION 2: a mace-wielding support class whose job is keeping other players alive through direct healing and sustained group support. It is confirmed for the global launch roster on October 5, 2026. This page separates what NCSOFT has actually confirmed from what Korean and Taiwanese play suggests, and it publishes the named skills, the rotation order and the gear stat priorities that build guides have published for the Korean and Taiwanese test build — every number labelled with its source, and none of it measured on the global client.

Last checked: September 30, 2026. Role, weapon, roster and faction rules come from NCSOFT global material. The skill figures, the rotation and the gear tables below come from Korean and Taiwanese test-build sources, are dated and attributed, and are reference values rather than global-verified data. The global vs KR/TW differences page explains why that gap is not a formality.

What is the AION 2 Cleric?

The Cleric is AION 2’s primary healer and fights with a mace. NCSOFT frames it as the class that provides direct healing and sustained group support, which makes it a pillar a party is built around rather than a damage class with a side of healing. It is one of eight classes confirmed for the global launch.

Cleric Detail
Role Primary healer
Weapon Mace
Primary stat direction Healing and support first, personal damage second
Difficulty Medium: a straightforward kit carrying group responsibility
Best for Players who want to be the reason a group survives, and who like triage under pressure

The stat direction is a qualitative read of what a healer is for, not a measured priority, and the classes overview covers how the Cleric sits against the other seven classes.

What are the AION 2 Cleric’s core skills?

Five named skills do the work: a charged Healing Light, its Healing Light follow-up, the Immortal Curtain shield, a party-wide Rescue, and a Summon: Holy Breath that ticks healing over time. The pattern is area healing and shielding rather than single-target rescue, and every figure below is Korean and Taiwanese test-build data, not a measurement of the global client.

Skill What it does Skill Reinforcements
Healing Light Restores 1810-2530 HP to allies within a 10-20 meter radius of the caster; potency and radius both scale with how long it is charged MP cost down 20%; movable casting; at maximum charge removes one abnormal status from the caster and allies; charging generates a shield that absorbs 1120 damage around the caster; triggers the Healing Light follow-up
Healing Light (Follow-Up) Restores 1180 HP in a 20 meter radius after the first Healing Light MP cost down 20%; radius drops to 10 meters but healing rises to 1928; can be converted into a heal-over-time that restores 418 HP every 2 seconds for 10 seconds; healing two or more allies cuts the Healing Light cooldown by 50%; triggers Healing Wind
Immortal Curtain Generates a shield that absorbs 3580 damage for up to 10 seconds MP cost down 50%; duration drops to 5 seconds but the shield rises to 6200; can be cast on yourself and one other ally at once; while active it restores 400 HP every 2 seconds; triggers Resurrection
Rescue Restores 50% of maximum HP and MP and clears all abnormal status effects for allies within a 40 meter radius No enhancements published
Summon: Holy Breath Summons a Holy Breath that lasts 30 seconds; allies within 10 meters of it recover 625 HP every 3 seconds MP cost down 20%; range extends from 10 to 15 meters; clears one abnormal status every 6 seconds; when it ends it leaves a shield absorbing 1028 damage for 4 seconds; casting Healing Light refreshes its duration, once every 30 seconds

Charging is the mechanic that makes the first skill different from the rest, and it is shared with the Sorcerer: several Cleric skills can be charged for greater effect, at the cost of more MP and a longer cast. What you buy with the extra cast time is a stronger heal across a wider radius, so the habit the KR/TW build guides describe is to charge only when the fight is quiet and to skip it when a heal is already needed. That is also why skill point allocation matters more here than the raw number suggests — a charged cast is wasted if it goes off after the damage has already landed.

Two honest warnings belong with the table, not buried under it. The first is that the Cleric’s overall healing potency is reported as lower than players expect from a dedicated healer, because the output is spread across the area rather than concentrated on one target — which is why a party that stands still and expects the healer to cover every mechanic will still lose people. The second is that the class plays on preparation: Fextralife’s focus-group notes describe healing as almost entirely free of cast times or stance-switching, which is a different job from reacting in fractions of a second.

Where do the numbers come from — and what they do not confirm

Fextralife and U4GM publish the same five skills with identical figures — 1810-2530, 1180, 1928, 418 every 2 seconds, 1120, 3580, 6200, 400 every 2 seconds, 625 every 3 seconds, 1028 — down to the truncation in Fextralife’s own “Restores 1180- HP” line. Two independent sites agreeing number-for-number is the strongest cross-check available for a pre-launch game, and the likely reason is that both draw on the same upstream data, a KR build in translation. It makes the figures usable as a reference; it does not make them confirmed.

Fextralife attaches its own warning to the table: these skills “have been translated from an in-progress build of Aion 2. As such, information may be incorrectly translated or subject to change.” MMOEXP, publishing a different Cleric skill set entirely, writes that its guide “is based on data from the Korean and Taiwanese servers; discrepancies may exist, so please refer to official sources.”

That second warning is not boilerplate — it is the reason the two tables should not be merged. MMOEXP describes Healing Light as “Heals self and the lowest-HP ally”, a single-target skill, where the other two describe an area heal across 10-20 meters. It also names the burst heal Radiant Recovery, the shields Salvation and Yustiel’s Power, and the debuffs Debilitating Mark and Chain of Torment, none of which appear in the Fextralife or U4GM list. So there are at least two different published Cleric kits in circulation, and this page treats the Fextralife/U4GM one as the better-corroborated of the two rather than as the answer. None of it has been played on the global client, which is not playable before October 5, 2026.

How does the AION 2 Cleric play?

Reactively, and from the group’s perspective rather than your own. A Cleric watches health bars, decides who gets saved first, and keeps a run stable while everyone else pushes damage. The rhythm is sustain rather than burst: you rarely produce the highlight, and the group rarely survives without you.

What the official global material confirms

Role, weapon, roster membership and faction access are confirmed, along with the shape of the job: direct healing spells, sustained support for the group, and usefulness in solo play without that being the point. Role is the part of class design that carries most reliably across services, as the global vs KR/TW differences page explains.

What Korean and Taiwanese play suggests — not confirmed for global

The Korean and Taiwanese service has run since November 19, 2025, and its healer reads the same way: group sustain first, personal damage second, and value that shows up in whether the run finishes rather than on a meter. Treat every part of that as an observation about a different build.

  • Healing is a decision queue. Limited tools and cooldowns mean triage, not topping everyone up at once.
  • Positioning is defensive. A healer who is out of range or interrupted is a healer who is not healing.
  • Solo is slower by design. Sustained classes trade clear speed for the ability to survive content that kills others.

What the Launch Scale Test showed

The Launch Scale Test on September 17 and 18, 2026 was the only chance anyone outside Asia had to feel the Cleric on the global build: open to everyone with no keys or invites, capped at level 37, then wiped. That was enough to feel whether healing suits you, and the playtest schedule records what the two days allowed.

What are the Cleric’s strengths and weaknesses?

Group demand and clear feedback against responsibility, slower solo play and a reactive job. Both columns come from the same design decision: a class that keeps everyone else standing will always be needed and will never be the one setting the damage pace.

Strengths Weaknesses
Healing is the scarcest service in group content, so a Cleric finds parties quickly Group outcomes depend on you, and so does the blame
Direct healing and group sustain keep runs alive through mistakes Personal damage is not the point, which shows in solo play
Unambiguous feedback: the group lives or it does not The job is reactive, so you respond to the fight rather than drive it
A role that stays in demand through every balance patch Pressure arrives early, in the first dungeon rather than at endgame

The difficulty label is our reading of class mechanics, not a measurement — the same standard the tier list page applies to every class it refuses to rank.

What stats should an AION 2 Cleric prioritize?

Two published build guides agree on the shape and disagree on the wording: healing first, then survivability, then whatever attack stat the slot offers. The only slot-by-slot list in circulation is single-sourced, so read it as one author’s KR/TW build, not a settled order, and treat the mace as the only confirmed part of the weapon decision.

The one-line version, which is the easiest thing to copy into a build plan, comes from AOEAH’s class build page and is the most compact answer any of these guides gives:

Healing Power > HP > Mana Regen > Resistances > Defense

U4GM’s version is the same idea written as four build goals rather than a stat order, and it is the more useful one to plan against because each line names what the stat is for:

Build focus Why the guide gives it that priority
AoE Healing Boosts Your main identity is group sustain.
MP Reduction / Recovery The Cleric is MP hungry in long fights.
Shield Strength Enhancements Prevents deaths before healing is needed.
Debuff Cleanse Talents Required for raid-level mechanics.

U4GM also states the negative half plainly: “Avoid trying to spec into direct single-target healing — the class is not designed for it.” That is the same conclusion Fextralife reaches from the other direction, reporting a focus on raw area heals over reactive single-target support, and it is the single most useful published answer to the question players ask about this class.

What stats go in each gear slot?

This is the only slot-by-slot list we could find published for the Cleric, and it comes from a single source: MMOEXP’s KR/TW build. Of the build guides we could read in full, none of the others publishes a comparable per-slot table, so treat the order as that author’s priority rather than as a consensus reading.

Slot Recommended stat priority (single-sourced, MMOEXP KR/TW)
Helm Incoming Heal, Double Chance, Attack Increase, Constitution, Attack, Crit/Accuracy/Passive
Pauldrons Critical Damage Boost, Defense Increase, Constitution, Attack, Crit/Accuracy/Passive
Breastplate Damage Boost, Defense Increase, Constitution, Attack, Crit/Accuracy/Passive
Greaves Damage Tolerance, Perfect Chance, Attack Increase, Attack, Constitution, Crit/Accuracy/Passive
Gloves Combat Speed, Perfect Chance, Defense Increase, Constitution, Attack
Boots Move Speed, Perfect Chance, Defense Increase, Attack, Constitution
Cloak Double Chance, Perfect Chance, Attack Increase, Constitution, Attack
Necklace & Earrings Attack, Critical Hit, Accuracy, 3 Passives
Rings All skill-based
Bracelet Freedom, Illusion, Time, Destruction, Wisdom, Death
Brooch Might, Constitution, Precision, Accuracy, Critical Hit

Two things are worth pulling out of that table. First, Double Chance and Perfect Chance appear on five different slots between them, which is why they read as the class’s signature offensive stat rather than an offhand choice. Second, the Bracelet row lists attribute names rather than slot stats, and the same source names those attributes on a separate list: cooldown (Illusion), double chance (Wisdom), attack (Destruction) and combat speed (Time) as the four to prioritize, with freedom, space, death, justice and life listed as optional or backup. The endgame card sets that source recommends are Protected Soul and Punishing Overture, with the card skills chosen to match the build you picked; the Arcana cards guide explains that system. Salvation and Yustiel’s Power, the two protections named in the rotation below, are Stigma-level picks in the same build, and the Stigma guide covers that layer.

The practical cost warning attached to all of this: gear stat reforging is reported as RNG-dependent, so optimizing every slot can require substantial Kina. The gear progression guide covers what enhancement and stones actually consume, and the kinah guide covers the currency — both are useful before you spend, not after.

What weapon does the Cleric use, and how do you get it?

The mace is the confirmed part, and it comes from NCSOFT’s global material rather than from any of the build guides — none of the three we could read in full mentions the Cleric’s weapon at all, which is itself worth knowing. The off-hand is where the published sources split. EXPCARRY writes that “Cleric uses a Mace and Guard in the Global test build”, and AOEAH lists “Mace and shield with healing power, HP, and mana regeneration.” We are not going to pick a winner between two build guides that contradict each other with no first-hand access to resolve it.

What can be answered is the acquisition order, because EXPCARRY publishes one for the Mace and Guard specifically:

  1. Acquire a suitable Mace and Guard with useful primary stats.
  2. Meet the equipment requirements for the next relevant dungeon or activity.
  3. Improve survivability when current gear cannot withstand unavoidable damage.
  4. Add functional Manastones instead of immediately chasing perfect combinations.
  5. Develop retained equipment through enhancement — the published step is cut off mid-sentence in the version we could retrieve, so treat the fifth step as unverified.

The ordering principle inside that list is the one worth keeping: prioritize the stats that support the healing and damage package rather than choosing an item because its displayed grade is higher.

Can Elyos and Asmodians both play a Cleric?

Yes, both. AION 2 has two factions, the Elyos (Light) and the Asmodians (Dark), and all eight launch classes are available on either side. Every class can also be played as either gender, and the global build includes wardrobe and character customization systems.

Faction is therefore not a class decision. It changes your starting region, the story framing around you, and the players you will group with — population, economy, and how busy your level range feels. Because faction and world are permanent day-one choices, it is worth settling them before launch, as covered in the release date and launch time guide.

Is there a tier placement for the AION 2 Cleric?

No. There is no verified global tier placement for the Cleric, or for any other class, before October 5, 2026. The retail global build has never been playable, so there is nothing to measure, and the Korean and Taiwanese service is a separate build with its own balance.

That absence is arithmetic rather than modesty: a ranking needs a population playing the same build on the same patch. Healers are also the worst-served by rankings in general, because a healer’s value depends on the group in front of them, which a single number cannot describe.

Two honest substitutes exist, and both outlast a fabricated S-tier:

  • Role scarcity. Healer is the role groups wait on, so a competent Cleric gets invited faster than another damage dealer — and so does the group’s Templar. That is role reasoning, not measured class data.
  • Mechanical difficulty. The kit is not the demanding part; the responsibility is, and it starts with your first group rather than at endgame.

The class tier list explains why every ranking you can find right now is a hypothesis. The only pre-launch chance to feel the class was the Launch Scale Test.

What does healing responsibility feel like moment to moment?

A Cleric plays a queue that never empties: health bars move, cooldowns tick, and every global choice is who gets saved first rather than whether anyone needs saving, which is why the role reads as simple on paper and relentless in practice.

  • Triage is the rotation. Limited tools mean choosing an order — the tank holding the boss, yourself, then damage dealers — not topping everyone at once.
  • Position is a healing stat. Out of range or interrupted means no healing at all, so standing where the next seconds need you beats standing where the current second is comfortable.
  • Solo is sustain, not speed. The same kit that outlasts group mistakes clears solo content slowly; patience is the mechanic.
  • Feedback is instant and public. The group lives or it does not, and everyone knows whose job that was — the dungeon list shows where that pressure first appears.

What is the AION 2 Cleric rotation?

A Cleric rotation is not a fixed button order, it is five decisions in sequence: set up healing before the pull, apply the debuffs on pull, alternate damage, answer the party HP spike, then prepare protection for the boss mechanic. Both KR/TW build guides describe it this way, and neither has run on the global client.

Stage What you are doing What the KR/TW guides describe
1. Before the pull Get a healing field up before the first hit lands MMOEXP: pre-cast Light of Regeneration to establish the healing field before combat begins. U4GM: charge Healing Light when it is safe — more healing, wider range, a debuff cleanse and a self-shield, but not during panic moments
2. On the pull Apply the debuffs, then keep them up for the whole fight MMOEXP: apply Debilitating Mark and Chain of Torment immediately, maintain both throughout, and reapply the moment either expires
3. Sustained damage Spend the damage skills between heals, not instead of them MMOEXP: Condemnation first, then Divine Aura, then whatever else is available, with Earth’s Retribution as filler when nothing major is up. Chain of Torment must already be active before Condemnation will fire
4. Party HP drops Answer the spike with a burst heal and a cleanse, refresh the summon on repeat damage MMOEXP: Radiant Recovery for a large burst heal and cleanse. U4GM: Holy Breath on repeat damage — boss damage-over-time phases or long dungeon pulls — and Rescue only as a last resort
5. Before a boss mechanic Spend protection deliberately, not eagerly MMOEXP: Salvation at level 25 for three seconds of party-wide invincibility, Yustiel’s Power at level 25 for a party shield based on 20% of maximum HP, and Summon Resurrection when several party members are down at once

Three setup notes travel with that table. MMOEXP’s control-settings section says to lay the skill bar out around three functions — healing, damage and debuffs, then emergency and Stigma skills — so the reactive ones sit where your hand already is. It also says to turn off skill reservation so important skills can fire immediately, and to use the built-in macro system for the actions you repeat. Salvation and Yustiel’s Power are Stigma-level choices in that build, and the Stigma guide explains what that layer is and how to reset it.

A caution on the names: Radiant Recovery, Condemnation, Salvation, Yustiel’s Power, Debilitating Mark and Chain of Torment come from MMOEXP’s skill list, which does not overlap with the Healing Light / Immortal Curtain / Holy Breath set published by Fextralife and U4GM. Read the order as a structure and the names as one guide’s labelling. U4GM’s five-step version is the same sequence written as behaviour rather than as buttons: stack the party, use shields before the damage hits, charge when it is safe, use the summon on repeat damage, and treat Rescue as the last resort.

When should you save defensive cooldowns instead of pressing them?

When the next damage is a mechanic rather than a heal tax. The rule both guides state is the same one: do not spend every defensive cooldown immediately — hold the big protections for the attacks that can end a run, and spend the small ones on damage as it comes. MMOEXP puts it as “Keep major protection skills available for mechanics that can threaten the entire party.” U4GM puts the same principle on the shield rather than the cooldown: “Immortal Curtain is proactive, not reactive” — throw it before the hit, not after the HP is already gone.

Rescue is the clearest case. U4GM’s list of the three situations worth spending it on is raid wipe prevention, after a boss ultimate attack, and mass debuff situations, which is the same list as stage five above seen from the panic side. Everything else the Cleric owns is cheaper and more repeatable, so a Rescue spent on ordinary chip damage is a Rescue that will not exist for the moment the group actually needs it.

How do Cleric and Chanter divide group support?

Question Cleric Chanter
Core job Direct healing that answers damage already taken Buffs and mantras plus sustained area recovery that prevent the next problem
Position Wherever the healing reaches, usually back from the front On the frontline, because auras only reach nearby allies
Failure mode The wrong triage order, or being interrupted at the worst second Drifting out of range and silently switching the buffs off
Bring both? Yes when the fight is long: healing plus buffs beats either alone Yes when the fight is long: presence plus recovery stretches every healer cooldown further

Neither replaces the other: a Cleric cannot hand out aura buffs, and a Chanter cannot answer a sudden collapse with a single large heal. Groups that learn that split stop asking either class to do the other job, in dungeons and in the Abyss alike.

What changes on this page after October 5?

Everything below the confirmed layer. Once the global build is live, this page gains a leveling and endgame section played on the global client, confirmed healing and utility detail read from the live build, and a tier placement with its method stated — test date, build, and how many runs each claim came from.

When What gets added
From September 30, 2026 (Advance Access) First-hand impressions of how the Cleric plays on the global client — healing feel, group pacing, solo comfort, still without balance claims
From October 5, 2026 (launch) Confirmed healing and support detail, stat priorities, and leveling notes for a sustain class
Two to four weeks after launch A tier placement, published only with its sample size and test date attached

This page will not be filled with speculation to look finished, and group observations will follow the dated, labelled style of the dungeon and endgame overview.

What sources are these claims based on?

Role, weapon, roster and faction rules come from NCSOFT global material. The skill table, the rotation, the weapon ladder and the gear priorities come from KR/TW test-build guides published before launch, each named at the point of use. Nothing here is a measurement of the global client, and no ranking figure appears anywhere on this page.

Everything above was checked on September 22, 2026 and re-checked on September 30, 2026, when the skill, rotation and gear sections were added. Korean and Taiwanese observations are labelled where they appear.

  • NCSOFT global site, aion2.plaync.com — global launch date and the confirmed eight-class launch roster
  • NCSOFT Steam announcements for AppID 3393110 and the playtest app 4972320 — Launch Scale Test dates, level cap of 37, disabled systems, and the Wardrobe and Character Customization additions
  • NCSOFT Korean and Taiwanese service material — November 19, 2025 launch, used only as labelled context
  • Role and weapon pairings mirror the confirmed global launch roster
  • Fextralife, Cleric, last updated February 6, 2026 — the five core skills with their figures, the charging mechanic, and the focus-group notes; carries its own warning that the skills were translated from an in-progress build
  • U4GM, Aion 2 Cleric Skills & Build Guide, published November 11, 2025 — the same five skills with the same figures, the five-step play order, and the build-priority list
  • MMOEXP, Aion 2 Cleric Guide, which states it is based on Korean and Taiwanese server data with possible discrepancies — the rotation, the per-slot gear table, the Stigma, Arcana and Empyrean priorities
  • EXPCARRY, AION 2 Cleric Guide and AOEAH, Best Builds & Skills For Each Class — the Mace and Guard / Mace and shield descriptions and the Healing Power > HP > Mana Regen > Resistances > Defense stat order

Evidence level: Official / Global for the Cleric’s role, mace weapon, launch roster membership, and faction and gender access. Global-adjacent for the difficulty read, which is derived from class mechanics rather than measured. KR/TW reference for the skill names and figures, the rotation, the weapon ladder and the gear stat priorities — cross-verified for the five core skills, where two independent guides publish identical values, single-sourced for the per-slot gear table, and none of it confirmed for the global service. No ranking figure is published anywhere on this page.

class-guide healer support gameplay

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