Aion 2

Aion 2 Sorcerer Guide: Skills, Stigmas and Build

Master the Aion 2 Sorcerer with this complete global launch build. Discover the best early skills, Daevanion paths, stigmas, and PvE macros.

10 min readVerified 9/21/2026

The Sorcerer is Aion 2's premier glass-cannon caster. It offers the highest raw PvE damage in the game, at the cost of being heavily reliant on positioning and mana management. Your biggest damage skill, Hellfire, needs a full charge to hit hardest, and charging it is risky if the boss moves before the cast finishes.

This page is built around one question: where do your points go, and when. It gives the character level each skill arrives at, which skills to raise first, the specialty to take at each skill level, how a freshly levelled 45 spends its points, and which skills go to 20 after that. Stigmas, Daevanion, macros and rotations follow.

The macro, in short

If you only want the rotation, here is a setup that works. Every step in this macro runs on a 10 ms delay.

steps

  1. Firestorm
  2. Delayed Explosion
  3. Bittercold Wind
  4. Flame Arrow

The panel continues past these four; Flame Arrow at the end is the auto-attack that refills mana.

the in-game Macro panel holding the Sorcerer chain, each step on a ten millisecond delay

The Sorcerer macro, every step on a 10 ms delay

the skill bar for the Sorcerer, with the level shown on every slot

The skill bar behind that chain, with the level on each slot

The skill levels in that panel come from a live server and run past anything global has on day one, so copy the order rather than the numbers.

A Korean guide covering the same class: A complete PvE guide from the top-ranked Sorcerer by Damyeon.

The rest of this page is the build behind that chain: what to level first, which Stigmas carry it, and where the Daevanion points go.

Role and weapon

The Sorcerer is a ranged DPS class that uses a spellbook as its main weapon. It functions as a glass cannon: all defenses are traded for high burst damage, strong area-of-effect (AoE) clearing, beautiful skill animations, and high-value crowd control abilities. Society Of Gaming notes that the class is squishy, and that you need to gear up and maximize your stats to stay alive.

You are extremely fragile. You are also less mobile than the Spiritmaster while casting, so your survival depends on good positioning. See the Class Tier List for how the Sorcerer compares to other classes.

A Sorcerer player interviewed on the Gunttimi channel notes that Hellfire is a slow charge skill: you must fully charge it for maximum damage, which is risky if the boss moves while you are charging. The player rates the class as the most demanding of Aion 2's damage-dealing classes to play, needing fast hands, and says it is not a simple "click and play" character. On Korean servers, a recent balance patch lowered the class's combat power by about 15, but in the player's view the class was already strong enough and did not need more buffs.

Build order: what to level and when

Five parts, in the order you meet them: how points and specialties work, the level-by-level order, a real level 45 allocation, the specialty picks, and the targets after 45.

How skill points, levels and specialties work

Every skill starts at level 1 and is raised with mastery points in the skill window. Points take a skill to level 10 and no further. The game data sets the price and what each level opens:

Skill level Mastery points What it opens
2 to 4 1 per level A stronger skill only
5 to 7 2 per level A stronger skill only
8 4 First specialty slot and a choice of three specialties
9 and 10 4 per level The cap for mastery points
12 Daevanion, gear or Arcana Second slot and the fourth specialty
16 Daevanion, gear or Arcana The fifth specialty
20 Daevanion, gear or Arcana Third slot

So a skill costs 13 points to reach 8 and 21 to reach 10. Your character level is the second limit: after you learn a skill, it can go up one level every three character levels. Flame Arrow, learned at level 1, can reach 8 at character level 19 and 10 at 25. Hellfire, learned at 14, can reach 8 at 32 and 10 at 38. Three late passives skip the wait: Grace of Enhancement, Revitalization Contract and Vitality Evaporation can go straight to 10 at the level you learn them, 21, 23 and 25. Bonus levels from outside the skill window count toward a specialty too: in aLuckyRO's run, Defiance sat at 7 plus a bonus level and already had its first specialty slot open.

The budget is the third limit. aLuckyRO's freshly levelled Sorcerer had 238 mastery points, and 258 after he turned in the Monolith feathers he had picked up; he adds that the Monolith keeps paying out skill points up to its level 30 and that the Shugo Festival shop sells more. At 21 points a skill, 258 buys about twelve skills at 10, so you cannot max everything by 45. Resets are free, so a wrong choice only costs you the time to reassign it. The Skills, Stigmas and Macros Guide covers the general system.

Level 1 to 45, step by step

Each block below puts the unlock levels from the game data next to what the sources say to do with your points at that stage. Most of them start from your two mouse-button skills, Flame Arrow on the left click and Ice Chain on the right; where they part ways is fire or ice for the early quests.

Levels 1 to 8

  • Skills learned:  Firestorm,  Ice Chain,  Flame Arrow,  Fire Mark (1),  Bittercold Wind (3),  Blaze (4),  Flame Scattershot (5),  Robe of Earth (6),  Frost (7),  Winter's Shackles (8)
  • Actives that can reach 8: None yet
  • Where the points go: Flame Arrow and Ice Chain to the highest level your character allows (Society of Gaming, Kim Sangdeu), then Firestorm and Blaze for single targets (Kim Sangdeu, Damyeon)

Levels 9 to 18

  • Skills learned:  Cold Snap (9),  Frost Burst (10),  Robe of Flame (11),  Wish of Concentration (12),  Absorb Essence (13),  Hellfire (14),  Grace of Resistance (15),  Defiance (16),  Robe of Cold (17)
  • Actives that can reach 8: None yet
  • Where the points go: Keep both clicks capped. Frost into Frost Burst for the early main quests (Inven, Damyeon), or Hellfire as high as it goes from 14 (Kim Sangdeu)

Levels 19 to 25

  • Skills learned:  Grace of Enhancement (21), Stigmas (22),  Revitalization Contract (23),  Vitality Evaporation (25)
  • Actives that can reach 8:  Firestorm,  Ice Chain,  Flame Arrow (19),  Bittercold Wind (21),  Blaze (22),  Flame Scattershot (23),  Frost (25)
  • Where the points go: First specialties on Flame Arrow and Ice Chain at 19, and both can reach 10 at 25. Vitality Evaporation, which aLuckyRO rates very important early, can go straight to 10 at 25

Levels 26 to 38

  • Skills learned: Nothing new
  • Actives that can reach 8:  Winter's Shackles (26),  Frost Burst (28),  Wish of Concentration (30),  Hellfire (32),  Defiance (34)
  • Where the points go: Wish of Concentration to at least 8 at 30, Hellfire to 8 at 32 and 10 at 38

Levels 39 to 45

  • Skills learned: Nothing new
  • Actives that can reach 8: Nothing new
  • Where the points go: Spend what is left the way aLuckyRO's finished 45 does in the next section: four passives and the remaining actives to 10

Where that advice comes from. Four of the five levelling sources date from 19 to 27 November 2025, an older patch whose specialty numbers differ from the game data on this page; Society of Gaming's is from August 2026. Society of Gaming's rule for every class is left click and right click first, the left click because it restores MP and both because they have no cooldown. Kim Sangdeu's fast-levelling tree raises Flame Arrow, Ice Chain, Firestorm and Hellfire as far as they go, runs two specialties on Blaze, takes Fire Mark to max, stops Wish of Concentration at 8, and skips Bittercold Wind, Flame Scattershot, Frost, Winter's Shackles and Frost Burst. An Inven post from 20 November 2025 goes the other way for the early main quests: ice first, because its skills hit an area, with Ice Chain as the main damage, Frost into Frost Burst, Bittercold Wind and Winter's Shackles, plus the Cold Snap, Absorb Essence and Robe of Flame passives, then more weight on fire once the adventure proper starts. Damyeon's 1 to 45 guide uses Flame Arrow, Firestorm and Blaze for single targets and Ice Chain for groups, recommends Frost and Frost Burst over Wish of Concentration while you do the early main quests, and adds Hellfire in the late 30s. Viles says to get every ability you use to 8 early, Flame Arrow first, and leave passives for later.

Where 258 points go at level 45

aLuckyRO levelled a new Sorcerer to 45 for his beginner build and spent all 258 of its points like this. The levels are as his skill window shows them; where that includes a bonus level from outside the skill window, the table says so.

the Sorcerer skill window at level 45, with the level of every active and passive skill

A freshly levelled 45 with every point spent: seven actives at 10 or more, Flame Arrow and Defiance at 8, and four passives at 11 or 12 once bonus levels are added. Source: aLuckyRO

Skill Level Specialty he takes
 Ice Chain 10 +20% Skill Speed
 Firestorm 10 +20% Skill Speed
 Bittercold Wind 10 +1 s summon duration
 Flame Scattershot 10 Changes to mobile skill
 Hellfire 10 +30% Skill Speed for farming, Fire Damage over Time on a final boss
 Wish of Concentration 10 +10% additional Attack
 Frost 10, shown as 11 -5 s cooldown
 Flame Arrow 8 +20% MP restored
 Defiance 7, shown as 8 Restores 20% HP on use
 Winter's Shackles 5, shown as 6 None, it takes his last 5 points
 Blaze,  Frost Burst 1, shown as 2 None
 Fire Mark 10, shown as 12 Passive
 Robe of Earth,  Robe of Flame,  Vitality Evaporation 10 each, shown as 11 Passives
 Cold Snap,  Absorb Essence,  Grace of Resistance,  Robe of Cold,  Grace of Enhancement,  Revitalization Contract 1 Passives, some shown higher with bonus levels

He takes Flame Arrow to 8 first for +20% MP restored, because a new character has only about 3,000 MP and spamming Ice Chain, which his screen shows costing 120 MP a cast, uses a lot of it. Of the passives he maxes Fire Mark, Robe of Earth (more Critical Hit while your MP is 50% or more), Robe of Flame, which he calls mandatory, and Vitality Evaporation (extra damage on hit while the target's HP is high), which he rates very important early. He leaves Grace of Enhancement at 1 while points are short, and Blaze gets no points in this run. His last points go to Ice Chain at 10 and then Winter's Shackles.

His macro build (29 August, reused in his 15 September guide) changes some picks: -50% MP Cost on Firestorm, Absorbs 3% HP on Blaze, Restores 200 MP on Frost, which he calls kind of mandatory early, and the damage boost on Winter's Shackles. On Ice Chain he keeps +20% Skill Speed until you have casting-speed gear and switches to -20% MP Cost after that.

Specialty picks for the main skills

A skill has five specialties. You use one at skill levels 8 to 11, two from 12, and three from 20, so the order below is the order you slot them in. The options are from the game data; the picks are the creators'.

 Flame Arrow

  • At skill level 8, pick one of: +20% MP restored; absorbs 1% HP; +50% Multi-Hit on hit
  • At 12 and 16: 12: +5% Fire Damage Boost for 10 s on activating Pyroclasm. 16: resets Blaze's cooldown on landing Pyroclasm
  • Who picks what: Levelling: MP restored (aLuckyRO), or HP absorb early and Multi-Hit later (Kim Sangdeu). End game: the 12 and 16 options (Sinsa, berdugz), with Multi-Hit as the third at 20 (berdugz, and Sinsa's alternative)

 Firestorm

  • At skill level 8, pick one of: -50% MP Cost; +20% Skill Speed; -60% Incoming Heal for 5 s on hit
  • At 12 and 16: 12: -2 s Hellfire cooldown per fireball. 16: +15% damage per fireball, up to +75%
  • Who picks what: Levelling: Skill Speed (aLuckyRO) or -50% MP Cost (his macro build). End game: Skill Speed plus the 12 and 16 options (Sinsa, berdugz)

 Blaze

  • At skill level 8, pick one of: absorbs 3% HP; +50% MP restored; delayed damage after 3 s
  • At 12 and 16: 12: Multi-Hit on hit. 16: -3 s Wish of Concentration cooldown on hit
  • Who picks what: Levelling: HP absorb (aLuckyRO's macro build). End game: delayed damage plus the 12 and 16 options (Sinsa); berdugz runs delayed damage and the 16 option until he reaches 20

 Hellfire

  • At skill level 8, pick one of: +30% Skill Speed; Fire Damage over Time for 10 s on hit; changes to mobile skill
  • At 12 and 16: 12: ignores Block and Evasion and lands as Multi-Hit. 16: -15 s cooldown
  • Who picks what: Skill Speed for dungeons, damage over time on a final boss (aLuckyRO). End game: Skill Speed plus the 12 and 16 options (Sinsa, berdugz)

 Wish of Concentration

  • At skill level 8, pick one of: -10% MP Cost; +10% additional Attack; +500 Max MP
  • At 12 and 16: 12: +10% Combat Speed. 16: -10 s on all skill cooldowns
  • Who picks what: Additional Attack (aLuckyRO). End game: Attack plus the 12 and 16 options (Sinsa, berdugz)

 Bittercold Wind

  • At skill level 8, pick one of: +1 s summon duration; changes to mobile skill; pull effect
  • At 12 and 16: 12: ignores Block and Evasion and lands as a Critical Hit. 16: -1 s Frost cooldown on hit
  • Who picks what: Duration (aLuckyRO). End game: duration and the 12 and 16 options, or mobile in place of 16 (Sinsa); duration, mobile and 12 (berdugz)

 Winter's Shackles

  • At skill level 8, pick one of: changes to mobile skill; 30% chance to inflict Frost; +20% PvE and +10% PvP Damage Boost for 5 s
  • At 12 and 16: 12: adds the Winter's Illusion chain skill. 16: -15 s cooldown
  • Who picks what: The damage boost plus the 16 option (Sinsa, berdugz)

 Flame Scattershot

  • At skill level 8, pick one of: absorbs 5% HP; restores 120 MP; changes to mobile skill
  • At 12 and 16: 12: Multi-Hit on hit. 16: -1 s on all skill cooldowns on hit
  • Who picks what: Mobile (aLuckyRO); HP absorb and mobile (berdugz); the 12 and 16 options if you want top scores in dungeons (Sinsa)

Flame Scattershot only hits a target afflicted with Stagger, so aLuckyRO saves it for the moment a boss is staggered, and he takes the mobile option because, in his words, it is important to be mobile while you use it. berdugz takes the HP absorb so you can be back at full HP after a stagger.

the Hellfire skill page with the fire damage over time specialty selected

Hellfire at level 10 with the Fire Damage over Time specialty taken, and its three charge levels listed above. Source: aLuckyRO

Hellfire is the pick the sources argue about. aLuckyRO takes +30% Skill Speed for clearing dungeons and Fire Damage over Time for a final boss or PvP. berdugz skips the damage over time because it mainly pays off on a stationary target such as a training dummy, and bosses move a lot. Sinsa takes Skill Speed with the 12 and 16 options and says the Multi-Hit option is worth far more on a real boss than a dummy shows. Leaving out the mobile option means he takes a lot of hits, which is why his July guides pair this setup with Arctic Armor. If you want to move while you cast it, Sinsa's September guide says to drop the -15 s cooldown for the mobile option, not Skill Speed or Multi-Hit; his dummy test shows about the same number of Hellfire hits without the cooldown option, and he recommends that swap for content such as Deltras.

For the rest: aLuckyRO's fresh 45 takes -5 s cooldown on Frost, Sinsa's 11 July guide takes -5 s and the reset of Frost Burst's cooldown, and berdugz takes the same two. On Frost Burst, Sinsa and berdugz both take Absorbs 7% HP and the option that ignores Block and Evasion and lands as a Critical Hit. On Defiance, aLuckyRO and berdugz take Restores 20% HP on use, and Sinsa takes it with +2 s Tenacity duration.

After 45: which skills go to 16 and 20

Past skill level 10, the extra levels come from elsewhere. An Inven guide lists the sources: up to +4 on a skill from the Daevanion board, +1 from each ring for up to two skills, +1 each from the weapon and the guard, and +1 per Arcana card that carries the skill. Global launches with skill and stigma levels capped at 20, according to CrusherXGaming. Level 20 matters because it opens the third specialty slot.

Priority Skills Level Who says
Required  Hellfire,  Wish of Concentration,  Blaze 20 Damyeon (August) and Sinsa's July list; all three are at 20 in every setup Sinsa shows in September
Required for Sinsa  Bittercold Wind 20 Sinsa's July list and his September setups; Damyeon wants it at 20 if you can manage it
Recommended Firestorm, then Flame Arrow 20, or Flame Arrow at 16 Sinsa's July list and Damyeon. Firestorm is at 20 in both of Sinsa's September setups, Flame Arrow in one
Second tier  Flame Scattershot,  Winter's Shackles 16 Sinsa's September setups; 16 opens the options he calls must-takes on both (Flame Scattershot's for top dungeon scores). In July he had Winter's Shackles at 20 for convenience only
Leave  Ice Chain,  Frost,  Frost Burst Not raised Sinsa's July list

Sinsa's September guide gives two common setups with similar potential: Hellfire, Wish of Concentration, Blaze, Firestorm and Bittercold Wind at 20 with Flame Scattershot, Winter's Shackles and Flame Arrow at 16; or Flame Arrow at 20 as well. His absolute ceiling puts six actives at 20, which he says needs very hard Arcana tuning and an active skill on the guard. Damyeon points out that Flame Arrow, Firestorm, Blaze, Wish of Concentration and Hellfire all roll on the same Arcana card, the Parchment, so getting five of them to 20 is hard even when you split the rest across other cards; he says that is why his Robe of Flame stops at 35.

For passives, Sinsa and Damyeon both say Robe of Flame is the only one to watch at end game; berdugz lists Fire Mark and Grace of Enhancement alongside it. Sinsa aims Robe of Flame at 32 to 36 in July and 35 or 36 in September, Damyeon treats 35 as the most he can reach, and berdugz runs 32. Damyeon says raising a passive like Cold Snap adds almost no damage and suggests Revitalization Contract for its resist instead. Sinsa measured Fire Mark at about 2% of total DPS in September and puts 65 levels of Fire Mark at about one level of Robe of Flame, so he takes it when it appears on gear but would not spend rolls chasing it. Those passive levels come from servers already running the game (Korea for Sinsa and Damyeon; berdugz does not say which); CrusherXGaming says global launches with skill levels capped at 20.

Stigmas worth taking

Your Stigma setup heavily influences your burst windows. Put your primary buff on the first slot of your Stigma line so it activates first. For more on the system itself, read Skills, Stigmas and Macros.

Stigma skills require character level 22 in the game data. Each one costs a shard to acquire, then 1 shard per level up to 5, 2 per level to 10, 4 per level to 15 and 8 per level to 20: 75 shards to take one stigma to 20. A stigma gains a perk every five levels and keeps it. aLuckyRO's freshly levelled Sorcerer had 24 shards and lines up six stigmas; on the servers already running, the number you can equip started at four, then grew to five and six, according to Madsin.

the Fire Wall stigma page with the burning field it leaves on the ground

Fire Wall at level 5 and the field it leaves behind, which burns anything standing in it. Source: aLuckyRO

Stigma What it does The perks that matter
 Element Enhancement +20% Fire Attack and +20% Water Attack for 10 s, 12 s at stigma level 5 5: +200 Accuracy. 10: Robe of Flame x1.5. 15: Grace of Enhancement x1.5. 20: +10% more Fire and Water Attack
 Fire Wall A wall that burns up to four enemies with Embers, damage over time that grows when they move 5: Enhanced Embers. 10: +2 m wall width. 15: +2 s wall duration. 20: +10 s Embers duration
 Cold Storm Water damage and Slow, then a storm that inflicts Frostbite, damage over time that grows when targets move 5: Enhanced Frostbite. 10: 30% chance to Root. 20: +10 s Frostbite duration
 Delayed Explosion Fire damage after 4 s; the target takes 15% more damage from you until then 5: restores 200 MP. 10: -10 s cooldown. 15: becomes an AoE. 20: +10% more damage taken
 Arctic Armor +20% PvE Damage Tolerance for 10 s, and damage split between HP and MP while your MP is 50% or more 10: Absorb Essence x1.5. 15: Robe of Cold x1.5. 20: +20% more PvE Damage Tolerance
 Steel Barrier A shield worth 16% of Max HP (20% at stigma level 5) for 60 s, with +10% PvE Damage Tolerance while it lasts 5: +10% Move Speed. 15: +10% more PvE Damage Tolerance. 20: -15 s cooldown
 Divine Burst Fire damage with 50 Stagger Gauge Damage 5: +20% Skill Speed. 10: absorbs 10% HP
 Glacial Smite Water damage to up to four enemies 5: up to +20% damage when more targets are hit. 10: -30 s cooldown

The order to fill them:

steps

  1. From level 22, spread your first shards. aLuckyRO's fresh 45 has Element Enhancement, Divine Burst, Fire Wall and Glacial Smite at 5, with Steel Barrier and Soul Freeze at 2. He takes Soul Freeze over Lumiel's Space for its shorter cooldown, a minute against a minute and a half.
  2. Build the damage four: Element Enhancement, Fire Wall, Cold Storm and Delayed Explosion. aLuckyRO's macro build goes buff first, then Cold Storm, Fire Wall and Delayed Explosion, each enchanted as far as your shards allow. Damyeon calls these four fixed and takes them to 20 in the order Element Enhancement, Fire Wall, Delayed Explosion, Cold Storm.
  3. Fill the last two slots for survival. Damyeon uses Steel Barrier and Arctic Armor. Sinsa's September top-score setup is Element Enhancement, Fire Wall and Cold Storm at 25 plus Delayed Explosion, Arctic Armor, and Steel Barrier or Glacial Smite; for Sanctuary he puts Arctic Armor at 25 in place of Cold Storm. berdugz runs Divine Burst with Steel Barrier or Arctic Armor alongside the damage four.

Sinsa's 11 July guide makes the case for Divine Burst as the sixth: its 10% HP absorb refills you when Frost Burst, the Sorcerer's main HP-absorb skill, is not ready. He calls Steel Barrier an awkward skill in PvE. For survival, Society Of Gaming also points to Hibernation. In the game data it makes you immune to damage and status effects for five seconds, and ending it early with Remove Hibernation restores 20% of your Max HP.

In his 2 July Chapter 1 PvE guide, Sinsa runs Fire Wall, Element Enhancement and Arctic Armor in PvE for convenience while hunting. On Korean servers he upgrades Arctic Armor to level 25, which lets him take every boss pattern short of instant death and keep spamming Hellfire. Stigma levels past 20 are Korea-only for now; they are not part of the global launch.

Daevanion priorities

Sorcerer should buy stats that improve every cast.

Full KR/TW Route (8 Boards)

steps

  1. Nestaken (Nezekan) — Combat Speed and Attack Combat Speed makes the cast sequence smoother.
  2. Gikkel (Zikel) — Damage Boost Follow the offensive line closely.
  3. Bai Jie (Vaizel) — Critical Damage Boost Finish the critical-damage route for burst.
  4. Ariel — PvE Boss Damage Crucial for maximizing PvE output as a primary DPS.
  5. Aspel (Azphel) — PvP Offense Magic penetration and burst nodes.
  6. Trinelle (Triniel) — Accuracy Take magical accuracy if encountering resists.
  7. Eusdier (Yustiel) — Cooldown Reduction Helpful for long-cooldown nukes.
  8. Markutan (Marchutan) — Defense Skip unless struggling with survivability.

Macro setup

Animation cancelling is critical for maximizing your DPS as a Sorcerer. A properly configured macro allows you to cast skills faster than manually pressing them, cutting out the empty frames between your spell animations.

the macro editor holding four steps each set to a ten millisecond delay

A Sorcerer macro holding Element Enhancement, Wish of Concentration, Flame Arrow and Blaze, each step on a 10 ms delay. Source: aLuckyRO Bind your macro to a dedicated key in the settings menu, and add your skill chain to it. This chain will rapidly fire off your skills and cancel their lingering animations.

The delay setting you choose depends entirely on your ping:

  • If your ping is 80-100+, set your delay to 40-50 ms.
  • If your ping is below 50, set your delay to 10 ms.

Spamming this macro helps keep your mana above 50%, maximizing your damage buffs. While the macro handles your rotation and mana maintenance, you can manually cast Hellfire whenever it is ready for massive burst damage.

PvE play

In PvE, the Sorcerer is a top-tier DPS class. You deal excellent damage in party and group content, usually as one of the party's top damage dealers alongside the Spiritmaster. You are also viable for solo play thanks to your AoE burst damage, though Society Of Gaming ranks the Sorcerer a bit below the Spiritmaster for solo gameplay because of its fragility and reliance on positioning.

A Sorcerer player interviewed on the Gunttimi channel notes that PvE keeps your hands busy. The class leans on many AoE ground skills, and if the boss moves out of your ground effects, or moves while you are charging Hellfire, you lose a significant amount of your DPS.

PvP play

The Sorcerer excels in 1v1 situations and arenas because of a strong crowd control chain followed by massive burst damage. You are also highly valuable in small-scale PvP, where your crowd control can create coordinated kill windows for your team to exploit.

In large-scale Abyss or zerg PvP, your strong AoE skills can wipe out groups of softer targets if you are left alone to cast freely. However, Society Of Gaming rates the Sorcerer as more squishy than the Spiritmaster in this mode, so you need your group to protect you while you cast.

Class-specific gearing

Because the Sorcerer is so fragile, you need to maximize your stats and gear up heavily to overcome your squishiness. You can learn more about general gearing in the After Level 45 Gear Progression guide.

Sinsa, playing on Korean servers, uses a 4-piece Suho set paired with a 4-piece Jingbeol set for PvE Arcana. For PvP, he switches to a 4-piece Eolgul set paired with a 4-piece Suho set.

When hunting for Arcana options, he prioritizes them in this order:

  1. Unarmed Damage Amplification
  2. Damage Amplification
  3. Crit Damage Amplification
  4. PvP Damage Amplification
  5. Max Attack Power
  6. Rear Damage Amplification
  7. Frontal Damage Amplification

Also be prepared to change your Arcana settings often: a Sorcerer player interviewed on the Gunttimi channel said they had changed theirs nine times already, since the class's damage is spread fairly evenly across its skills rather than concentrated in one or two.

Heroic gear is Korea-only for now; it is not available at global launch. On Korean servers, Sinsa advises against upgrading to Heroic rings until your main active skills, such as Hellfire, are at least level 20, because tuning skills on Heroic gear costs a large amount of resources that are better spent elsewhere early on.

On Korean servers, Sinsa's top recommended title is Creation of Heaven and Earth, for its Damage Amplification and Accuracy; he says critical hit is easy to cap anyway once you have enough Daevanion points and Pendants.

Strengths and weaknesses

comparison

Strengths

  • Excellent ranged burst DPS, often topping the damage charts.
  • Strong AoE abilities for clearing grouped enemies quickly.
  • High-value crowd control skills for setting up PvP kills.

Weaknesses

  • Extremely squishy glass cannon; dies quickly if focused.
  • Heavily reliant on perfect positioning to survive.
  • Less mobile while casting compared to the Spiritmaster.
  • Major DPS loss if a boss moves out of AoE ground effects or during slow charge-up skills like Hellfire.

Aion 2 Sorcerer FAQ

FAQ

Which skills should I level first on a Sorcerer?

Flame Arrow and Ice Chain, your left and right click, at every level your character allows. Then Firestorm and Blaze for single targets. Kim Sangdeu raises Hellfire as soon as it arrives at 14, while an Inven post and Damyeon lean on Frost into Frost Burst for the early main quests.

When do I get my first specialty?

At skill level 8. Flame Arrow, Ice Chain and Firestorm can reach it at character level 19, because a skill goes up one level every three character levels after you learn it. Hellfire, learned at 14, cannot reach 8 until character level 32.

How many skill points will I have at level 45?

aLuckyRO's freshly levelled Sorcerer had 238, and 258 after he turned in the Monolith feathers he had picked up. A skill costs 21 points to reach 10, so that covers about twelve skills at 10 at most.

Is Sorcerer good for beginners?

A Sorcerer player interviewed on the Gunttimi channel rated it the most demanding of Aion 2's damage-dealing classes. While the damage is excellent, its extreme fragility and reliance on positioning make it punishing for players who do not want to manage both closely.

Should I use top target or action combat mode?

Top target mode is highly recommended. It allows your basic attack to cast automatically between your skills, which is crucial for recharging the large amount of mana the Sorcerer consumes.

What is the most important Daevanion line?

The Nezakan line is your highest priority. Focus on finishing the combat speed nodes, then move on to the damage attack bonus and cooldown reduction.

Why is my macro not cancelling animations?

Your delay setting might not match your ping. Use a 40-50 ms delay for ping above 80, and a 10 ms delay for ping below 50. Watch your character's shadow to confirm the animation is actually cancelling.

In this series

Sources

Screenshots on this page are frames from the videos below, used to illustrate what they describe. All rights remain with their creators. Skill unlock levels, point costs and specialty options come from the game client data published by aion2.app. Skill icons come from the same game client data.