ClericThe healer guide: Condemnation, healing priorities, stigmas, macro, Chanter coordination and PvP
- Role
- Healer
- Weapon
- Mace
- Range
- Ranged
- Party buffs
- yes
- Difficulty
- hard
- Skills
- 12 active, 10 passive, 13 stigma
As of 4 October 2026, Global version. Balance patches can change values; changes to the guide are listed under News.
Overview
The Cleric keeps the party alive, strengthens it, weakens the boss and deals damage between heals. With the stigma Summon Resurrection he brings fallen teammates back mid-fight.
His attacks pick a target up to 20 m away, and most hit up to 4 enemies around it. His heals reach the party within 40 m. Because the passive Healing Enhancement converts part of his attack power into healing, he builds damage stats, not healing stats of his own.
Strengths
- Strong and numerous heals with short cooldowns
- Mid-fight resurrection via a stigma
- Debuffs that raise the whole party’s damage
- Lots of self-healing when playing solo
Weaknesses
- Low damage compared with pure damage classes
- Condemnation depends on two debuffs with gaps
- No movement skills except evading
- Several buffs overlap with the Chanter
How the Cleric works
Keeping Condemnation going
- Apply Chain of Torment. Condemnation only works on a target affected by Chain of Torment. With the “+3 s damage over time” specialisation, the chain is up 13 out of 20 seconds.
- Add Earth Punishment. From stigma level 5, Condemnation is a guaranteed critical hit on a burning target. The punishment burns 10 out of 30 seconds, 20 from stigma level 20.
- Condemnation on constant fire. Base cooldown 3 s. The specialisation from skill level 12 resets it on every critical hit. So while the punishment burns, Condemnation fires nonstop; outside of it, only when it crits on its own.
Hold two keys. Earth’s Retribution (left click) regenerates 110 MP per hit; the macro key fires debuffs, a buff and Condemnation. You charge Bolt by hand and press heals yourself.
Build at a glance (level 45, PvE)
| Main skills | Condemnation, Earth’s Retribution, Bolt, Divine Aura, Chain of Torment and Judgment Thunder to 10, then the three heals and Debilitating Mark |
|---|---|
| Stigmas | Light of Protection, Earth Punishment, Noble Aura, Prayer of Amplification. Prayer can be swapped for Summon Resurrection. disputed |
| Passives | Empyrean Lord’s Grace and Earth’s Grace, then Healing Enhancement, then Warm Benediction |
| Keys | Hold Earth’s Retribution and the macro key. Charge Bolt; auras and heals by hand. |
| Stats | Attack, cooldown reduction, then weapon or critical damage amplification disputed, then critical hit |
Mastery skillStigmaPassive
- KR/TW valueValue from the Korean/Taiwanese version, not yet confirmed on Global
- disputedDisputed among experienced players; both positions are in the text
Active skills and specialisations
Points raise a skill to level 10; Daevanion nodes, gear and Arcana go beyond that. One specialisation slot opens at skill level 8, a second at 12; the option at 16 takes one of them until level 20 opens the third. Resets are free.
| Skill | from Lv | CD | What it does | Specialisations |
|---|---|---|---|---|
| Condemnation | 8 | 3 s | Up to 4 enemies around a target within 20 m that carries Chain of Torment. | Up to +12% damage on few targets (8) Reset on critical hit (12) From 16: guaranteed multi-hit instead of the 12% disputed |
| Earth’s Retribution | 1 | – | One target within 20 m, regenerates 110 MP. Your left click, follow-up [Discharge]. | [Discharge] chance +20% (8) [Bolt] cooldown −7 s on Discharge (12) |
| Bolt | 14 | 45 s | Up to 4 enemies around a target within 20 m, up to 3 charge levels. | Skill speed +30% (8) Up to +20% damage on few targets (12) |
| Divine Aura | 3 | 30 s | A stationary aura next to you attacks the selected target within 20 m. | Aura firing speed +50% (8) Plus duration +3 s or from 16 cooldown −10 s disputed |
| Chain of Torment | 4 | 20 s | Up to 4 enemies, 10 s of damage over time, targets’ PvE damage resistance −5%. | Damage over time +3 s (8) Damage resistance a further −10% PvE (12) |
| Judgment Thunder | 1 | – | Up to 4 enemies around a target within 20 m, follow-up [Divine Punishment]. | Up to +12% damage on few targets (8) From 16: [Divine Punishment] one extra time |
| Debilitating Mark | 1 | 10 s | Up to 4 enemies, for 10 s PvE damage amplification −5% and damage over time. | Defence −15% during the debuff (8) Damage amplification a further −10% PvE (12) |
| Healing Light | 10 | 6 s | Heals you and the party member with the lowest HP within 40 m. | +2 consecutive uses (8) HP restored +2% (12) |
| Radiant Recovery | 12 | 12 s | Heals you and the party within 40 m, removes one debuff. | Cooldown −3 s (8) An extra 5% max HP (16) Plus remove up to 2 debuffs or a second use disputed |
| Light of Regeneration | 7 | 30 s | Heals you and the party within 40 m every 2 s for 30 s. | More healing below 50% HP, damage resistance or movement speed during the regeneration disputed |
| Lightning Strike Scattershot | 5 | – | Only hits a dazed (staggered) target within 20 m. | From 16: −1 s on all cooldowns on hit |
| Defiance | 16 | 60 s | Removes stun, knockdown, airborne, grab, frost and fear, then 5 s of tenacity. | 10% HP on use (8) |
Distributing skill points at level 45
Up to 45 you get 203 points from levelling, 383 with all your faction’s wisdom stones. Taking a skill from 1 to 10 costs exactly 21 points.
| # | Skill | to | Total points |
|---|---|---|---|
| 1 | Condemnation, Earth’s Retribution, Bolt, Divine Aura, Chain of Torment, Judgment Thunder | 10 | 126 |
| 2 | Healing Light, Radiant Recovery, Light of Regeneration, Debilitating Mark | 8 | 178 |
| 3 | Empyrean Lord’s Grace, then Earth’s Grace disputed | 10 | 220 |
| 4 | The four skills from row 2 | 10 | 252 |
| 5 | Healing Enhancement | 10 | 273 |
| 6 | Warm Benediction | 10 | 294 |
| 7 | Lightning Strike Scattershot | 10 | 315 |
| 8 | Immortal Veil, then Radiant Benediction | 10 | 357 |
| 9 | Defiance disputed | 10 | 378 |
The levelling points end in row 3. Leave at level 1: Survival Willpower, Prayer of Concentration, Heal Block and Empyrean Lords’ Benediction.
Passive skills
| Prio | Passive | from Lv | Effect |
|---|---|---|---|
| 1 | Empyrean Lord’s Grace | 9 | Critical hit +100 → +195, Smite 0.2% → 4%, additional damage on hit (once per second). |
| 2 | Earth’s Grace | 21 | Critical damage amplification 10.5% → 20%, accuracy +100. |
| 3 | Healing Enhancement | 11 | Healing amplification equal to 22.4% → 30% of attack power. |
| 4 | Warm Benediction | 1 | Max HP 6% → 25%, max MP 7% → 45%. |
| 5 | Immortal Veil | 13 | Defence 2% → 40%, crit resistance +100 → +290. |
| 6 | Radiant Benediction | 25 | HP for you and the party within 40 m on hits (5 s cooldown). |
| 7 | Survival Willpower | 23 | Status effect resistance 17% → 55%, damage resistance under hard crowd control. Mainly PvP. |
| – | Prayer of Concentration, Heal Block, Empyrean Lords’ Benediction | 17 / 15 / 6 | Emergency shield below 50% HP, healing reduction on the target with a 7% chance, block. Level 1 in PvE. |
From stigma levels 10 and 15, Prayer of Amplification makes the two graces 1.5 times as strong while active.
Stigmas
Slots open at 22, 27, 32 and 37. The four common stigmas: Light of Protection, Earth Punishment, Prayer of Amplification and Noble Aura.
| Stigma | CD | Effect | Level bonuses |
|---|---|---|---|
| Light of Protection | 5 s | Toggle buff: PvE damage amplification and PvE damage resistance +10.5% → +20% for you and nearby party members. Doesn’t work together with the Chanter’s Undefeated Mantra; the higher level applies, and on a tie the mantra. | 5: Healing received +10% 10: Accuracy +100 15: Max HP +10% 20: Perfection +10% |
| Earth Punishment | 30 s | One target within 20 m, 10 s of damage over time. | 5: Condemnation is a guaranteed crit on the target 10: [Earth’s Grace]: Smite +10% for you, +5% for the party 15: Attack power and defence +10% / +5% 20: Punishment and grace 10 s longer |
| Prayer of Amplification | 60 s | Attack power +20% for 10 s (Lv 1) to 17 s. Through Healing Enhancement it also strengthens healing. | 5: PvE damage amplification +20% 10: Empyrean Lord’s Grace ×1.5 15: Earth’s Grace ×1.5 20: Attack power a further +15% |
| Noble Aura | 60 s | An aura follows you for 300 s and attacks your target every 2 s. | 5: Aura critical hit +200 10: +20% damage against targets with Debilitating Mark 15: +30% against bosses 20: Attacks every second |
Stigma points after level 45
A level costs 1 point up to 5, 2 up to 10, 4 up to 15 and 8 up to 20. With 30 points at 45, all four reach level 5 and one stigma gets to 10.
- Undisputed: Earth Punishment and Light of Protection are among the first to go to 20.
- The rest is disputed: one common plan then takes Noble Aura and Prayer of Amplification to 20 as well. Another only takes Prayer of Amplification to 15 and leaves Noble Aura at 5. disputed
Swapping stigmas by content
| Situation | Stigma | Why |
|---|---|---|
| Party dies often or wants it | Summon Resurrection | Brings back up to 4 fallen within 40 m, 120 s cooldown. Useless solo, because it only affects party members. Usually instead of Prayer of Amplification. disputed |
| Chanter in the party | Absolution or Benevolence | Replaces Light of Protection, which only applies once next to Undefeated Mantra anyway. |
| More healing needed | Absolution, Benevolence, Salvation, Yustiel’s Power | Instead of Prayer of Amplification or Noble Aura; Noble Aura goes first. disputed |
| Stagger checks | Power Burst | 50 stagger damage at every level, the highest value of all Cleric skills. |
Each of the three skill presets stores its own skill and stigma levels and its own macro. So put raid, solo and PvP setups on separate presets.
Hotbar and macro
The basics of the macro system are in the Assassin guide. For the Cleric the common setups agree: two rows in the macro, everything else by hand.
Read the lowest skill of a block; it fires first. Light of Regeneration either in the mark row or by hand whenever it’s ready. disputed
Not in the macro: Bolt (a macro step fires it at the first charge level), Divine Aura (stationary, only where the boss stays), Noble Aura (5 minutes of duration with a 60 s cooldown; the macro would keep recasting it) and the heals.
Condemnation doesn’t start? Chain of Torment sometimes goes on cooldown without hitting, especially on the first use in a fight. Then put the chain in as its own macro entry or on its own key. KR/TW value
Healing and party
In a party that knows the fight, you deal damage most of the time and catch small mistakes with heals. A party still learning a fight needs more healing. Light of Protection stays on, and the debuffs stay on the boss.
| When | Press | What it does |
|---|---|---|
| Always, even before the pull | Light of Regeneration | Heal over time for the party within 40 m, 30 s duration with a 30 s cooldown |
| One person is hurt | Healing Light | Heals you and the player with the lowest HP, 6 s cooldown. Don’t hold back. |
| Several hurt or a debuff is on | Radiant Recovery | Party heal with cleanse, 12 s cooldown. Use it early, not only once everyone is low. |
| Known big hit | Yustiel’s Power (if equipped) | +20% PvE damage resistance for the party within 40 m. Pop it before the hit. |
| Sustained damage | Benevolence (if equipped) | Party heal over 20 s, every 2 s |
| A hit nobody survives | Salvation (if equipped) | 3 s immune to damage and status effects, but not to certain very strong attacks |
Coordinating with the Chanter
| Cleric | Chanter | What applies |
|---|---|---|
| Light of Protection | Undefeated Mantra | Only the higher level applies, on a tie the mantra. The Cleric then usually takes a different stigma. |
| Earth’s Grace (Earth Punishment from level 10) | Power of the Storm | Both can’t be active at the same time. Agree on who runs their buff. |
| Chain of Torment | Earth’s Promise | The resistance reduction doesn’t stack. Nothing to change. |
| Debilitating Mark | Wave Blow | They don’t stack; your mark overwrites the debuff. Keep it up anyway. KR/TW value |
Levelling 1–45
General levelling rules are in the tips. For the Cleric:
- From level 1: Earth’s Retribution and Judgment Thunder first. Earth’s Retribution is your MP source with no cooldown; keep it going between skills.
- The macro grows with you: from level 8 Chain of Torment and Condemnation form a row; Earth Punishment joins with the first stigma.
- Level 14: Bolt. Fully charge it by hand and use it from day one.
- Stigmas: Light of Protection at 22, Earth Punishment at 27; its level 5 gives Condemnation its permanent crit. Prayer of Amplification and Noble Aura at 32 and 37.
- Solo: Leave out Summon Resurrection. Root helps against groups, Power Burst against a solo boss whose stagger bar won’t break.
| Skill | While levelling | At 45 |
|---|---|---|
| Earth’s Retribution | MP regeneration +20% | Discharge +20% and Bolt −7 s |
| Divine Aura | Area damage against groups, firing speed in dungeons | Firing speed +50% |
| Condemnation | +12% damage, or 100 MP on hit when MP is tight | +12% and reset on crit |
| Chain, Mark, Bolt, Healing Light | As at 45 | Keep |
Unlocks level by level
| Lv | New |
|---|---|
| 1 | Earth’s Retribution, Judgment Thunder, Debilitating Mark, Warm Benediction |
| 3 | Divine Aura |
| 4 | Chain of Torment |
| 5 | Lightning Strike Scattershot |
| 6 | Empyrean Lords’ Benediction |
| 7 | Light of Regeneration |
| 8 | Condemnation |
| 9 | Empyrean Lord’s Grace |
| 10 | Healing Light |
| 11 | Healing Enhancement |
| 12 | Radiant Recovery, Nezekan board |
| 13 | Immortal Veil |
| 14 | Bolt |
| 15 | Heal Block |
| 16 | Defiance |
| 17 | Prayer of Concentration |
| 20 | Zikel board |
| 21 | Earth’s Grace |
| 22 | Stigma slot 1 |
| 23 | Survival Willpower |
| 25 | Radiant Benediction |
| 27 / 32 / 37 | Stigma slots 2, 3 and 4 |
| 30 / 40 | Vaizel and Triniel boards |
From the Global client.
Daevanion boards
Buy the nodes in this order on each board. Route calculated from the Global client; crystal amounts as for every class (about 136 from levelling, 316 with district quests and sealed dungeons, 366 with the Nightmare shop).
How to read the boards
- Every board starts at the starting node in the centre. You can only buy a node that sits directly above, below, left or right of a node you already own; diagonals don't count.
- Nodes cost 1 to 4 Daevanion points. The grey ones give small base stats, the coloured ones give stronger stats or an extra level for a skill.
- The numbers are the recommended buying order. The highlighted nodes in between are the cheapest path there; you pick them up along the way.
- Click an entry or a number: the map shows the route up to that point and explains what the node gives.
- 1 point
- 2 points
- 3 points
- 4 points
- not on the route
- 1 order as in the list
Board node data: QuestLog.gg
Tip: click an entry in the list or a number on the map to see what that node gives.
1VerdammnisAktive Fähigkeit
Verdammnis: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m, das Kette des Schmerzes trägt.
2Blitz des UrteilsAktive Fähigkeit
Blitz des Urteils: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m, Folgeschlag [Himmelsurteil].
3KampftempoWert
Kampftempo +1,5 %
Angriffe und Fähigkeiten laufen schneller ab, du schaffst mehr Aktionen in derselben Zeit.
4KampftempoWert
Kampftempo +1,5 %
Angriffe und Fähigkeiten laufen schneller ab, du schaffst mehr Aktionen in derselben Zeit.
5Rache der ErdeAktive Fähigkeit
Rache der Erde: Stufe +1
Ein Ziel in 20 m, regeneriert 110 MP. Dein Linksklick, Folgeschlag [Entladung].
6Heilige AuraAktive Fähigkeit
Heilige Aura: Stufe +1
Eine unbewegliche Aura neben dir greift das gewählte Ziel in 20 m an.
7Abklingzeit −1,5 %Wert
Abklingzeit −1,5 %
Deine Fähigkeiten sind schneller wieder einsatzbereit.
8Abklingzeit −1,5 %Wert
Abklingzeit −1,5 %
Deine Fähigkeiten sind schneller wieder einsatzbereit.
9Segen des GebietersPassive Fähigkeit
Segen des Gebieters: Stufe +1
Kritischer Treffer +100 → +195, Wucht 0,2 % → 4 %, Zusatzschaden bei Treffer (einmal pro Sekunde).
10Segen des GebietersPassive Fähigkeit
Segen des Gebieters: Stufe +1
Kritischer Treffer +100 → +195, Wucht 0,2 % → 4 %, Zusatzschaden bei Treffer (einmal pro Sekunde).
11Licht der HeilungAktive Fähigkeit
Licht der Heilung: Stufe +1
Heilt dich und das Gruppenmitglied mit den wenigsten LP in 40 m.
12Glanz der GenesungAktive Fähigkeit
Glanz der Genesung: Stufe +1
Heilt dich und die Gruppe in 40 m, hebt einen Schwächungszauber auf.
13Kette des SchmerzesAktive Fähigkeit
Kette des Schmerzes: Stufe +1
Bis zu 4 Gegner, 10 s Schaden über Zeit, PvE-Schadensresistenz der Ziele −5 %.
14Licht der RegenerationAktive Fähigkeit
Licht der Regeneration: Stufe +1
Heilt dich und die Gruppe in 40 m 30 s lang alle 2 s.
15HeilungsverstärkungPassive Fähigkeit
Heilungsverstärkung: Stufe +1
Heilungsverstärkung in Höhe von 22,4 % → 30 % der Angriffskraft.
16HeilungsverstärkungPassive Fähigkeit
Heilungsverstärkung: Stufe +1
Heilungsverstärkung in Höhe von 22,4 % → 30 % der Angriffskraft.
17DonnerschlagAktive Fähigkeit
Donnerschlag: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m, bis zu 3 Ladestufen.
18Mal der SchwächungAktive Fähigkeit
Mal der Schwächung: Stufe +1
Bis zu 4 Gegner, 10 s lang PvE-Schadensverstärkung −5 % und Schaden über Zeit.
Nezekan, from level 12
- Condemnation
- Judgment Thunder
- Combat speed
- Combat speed
- Earth’s Retribution
- Divine Aura
- Cooldown −1.5%
- Cooldown −1.5%
- Empyrean Lord’s Grace
- Empyrean Lord’s Grace
- Healing Light
- Radiant Recovery
- Chain of Torment
- Light of Regeneration
- Healing Enhancement
- Healing Enhancement
- Bolt
- Debilitating Mark
Tip: click an entry in the list or a number on the map to see what that node gives.
1VerdammnisAktive Fähigkeit
Verdammnis: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m, das Kette des Schmerzes trägt.
2Blitz des UrteilsAktive Fähigkeit
Blitz des Urteils: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m, Folgeschlag [Himmelsurteil].
3Rache der ErdeAktive Fähigkeit
Rache der Erde: Stufe +1
Ein Ziel in 20 m, regeneriert 110 MP. Dein Linksklick, Folgeschlag [Entladung].
4Heilige AuraAktive Fähigkeit
Heilige Aura: Stufe +1
Eine unbewegliche Aura neben dir greift das gewählte Ziel in 20 m an.
5SchadensverstärkungWert
Schadensverstärkung +1,5 %
Erhöht den gesamten Schaden, den du verursachst.
6SchadensverstärkungWert
Schadensverstärkung +1,5 %
Erhöht den gesamten Schaden, den du verursachst.
7Segen der ErdePassive Fähigkeit
Segen der Erde: Stufe +1
Krit.-Schadensverstärkung 10,5 % → 20 %, Präzision +100.
8Segen der ErdePassive Fähigkeit
Segen der Erde: Stufe +1
Krit.-Schadensverstärkung 10,5 % → 20 %, Präzision +100.
9Licht der HeilungAktive Fähigkeit
Licht der Heilung: Stufe +1
Heilt dich und das Gruppenmitglied mit den wenigsten LP in 40 m.
10Glanz der GenesungAktive Fähigkeit
Glanz der Genesung: Stufe +1
Heilt dich und die Gruppe in 40 m, hebt einen Schwächungszauber auf.
11SchadensresistenzWert
Schadensresistenz +1,5 %
Du erleidest weniger Schaden.
12SchadensresistenzWert
Schadensresistenz +1,5 %
Du erleidest weniger Schaden.
13Kette des SchmerzesAktive Fähigkeit
Kette des Schmerzes: Stufe +1
Bis zu 4 Gegner, 10 s Schaden über Zeit, PvE-Schadensresistenz der Ziele −5 %.
14Licht der RegenerationAktive Fähigkeit
Licht der Regeneration: Stufe +1
Heilt dich und die Gruppe in 40 m 30 s lang alle 2 s.
15DonnerschlagAktive Fähigkeit
Donnerschlag: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m, bis zu 3 Ladestufen.
16Mal der SchwächungAktive Fähigkeit
Mal der Schwächung: Stufe +1
Bis zu 4 Gegner, 10 s lang PvE-Schadensverstärkung −5 % und Schaden über Zeit.
17ÜberlebenswillePassive Fähigkeit
Überlebenswille: Stufe +1
Widerstand gegen Statuseffekte 17 % → 55 %, Schadensresistenz unter harten Kontrolleffekten. Vor allem PvP.
18ÜberlebenswillePassive Fähigkeit
Überlebenswille: Stufe +1
Widerstand gegen Statuseffekte 17 % → 55 %, Schadensresistenz unter harten Kontrolleffekten. Vor allem PvP.
Zikel, from level 20
- Condemnation
- Judgment Thunder
- Earth’s Retribution
- Divine Aura
- Damage amplification
- Damage amplification
- Earth’s Grace
- Earth’s Grace
- Healing Light
- Radiant Recovery
- Damage resistance
- Damage resistance
- Chain of Torment
- Light of Regeneration
- Bolt
- Debilitating Mark
- Survival Willpower
- Survival Willpower
Tip: click an entry in the list or a number on the map to see what that node gives.
1VerdammnisAktive Fähigkeit
Verdammnis: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m, das Kette des Schmerzes trägt.
2Blitz des UrteilsAktive Fähigkeit
Blitz des Urteils: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m, Folgeschlag [Himmelsurteil].
3Rache der ErdeAktive Fähigkeit
Rache der Erde: Stufe +1
Ein Ziel in 20 m, regeneriert 110 MP. Dein Linksklick, Folgeschlag [Entladung].
4Heilige AuraAktive Fähigkeit
Heilige Aura: Stufe +1
Eine unbewegliche Aura neben dir greift das gewählte Ziel in 20 m an.
5Segen der ErdePassive Fähigkeit
Segen der Erde: Stufe +1
Krit.-Schadensverstärkung 10,5 % → 20 %, Präzision +100.
6Segen des GebietersPassive Fähigkeit
Segen des Gebieters: Stufe +1
Kritischer Treffer +100 → +195, Wucht 0,2 % → 4 %, Zusatzschaden bei Treffer (einmal pro Sekunde).
7Krit.-SchadensverstärkungWert
Krit.-Schadensverstärkung +1,5 %
Kritische Treffer richten mehr Schaden an.
8Krit.-SchadensverstärkungWert
Krit.-Schadensverstärkung +1,5 %
Kritische Treffer richten mehr Schaden an.
9Licht der HeilungAktive Fähigkeit
Licht der Heilung: Stufe +1
Heilt dich und das Gruppenmitglied mit den wenigsten LP in 40 m.
10Glanz der GenesungAktive Fähigkeit
Glanz der Genesung: Stufe +1
Heilt dich und die Gruppe in 40 m, hebt einen Schwächungszauber auf.
11Licht der RegenerationAktive Fähigkeit
Licht der Regeneration: Stufe +1
Heilt dich und die Gruppe in 40 m 30 s lang alle 2 s.
12HeilungsverstärkungPassive Fähigkeit
Heilungsverstärkung: Stufe +1
Heilungsverstärkung in Höhe von 22,4 % → 30 % der Angriffskraft.
13ÜberlebenswillePassive Fähigkeit
Überlebenswille: Stufe +1
Widerstand gegen Statuseffekte 17 % → 55 %, Schadensresistenz unter harten Kontrolleffekten. Vor allem PvP.
Vaizel, from level 30
- Condemnation
- Judgment Thunder
- Earth’s Retribution
- Divine Aura
- Earth’s Grace
- Empyrean Lord’s Grace
- Critical damage amplification
- Critical damage amplification
- Healing Light
- Radiant Recovery
- Light of Regeneration
- Healing Enhancement
- Survival Willpower
Tip: click an entry in the list or a number on the map to see what that node gives.
1VerdammnisAktive Fähigkeit
Verdammnis: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m, das Kette des Schmerzes trägt.
2Blitz des UrteilsAktive Fähigkeit
Blitz des Urteils: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m, Folgeschlag [Himmelsurteil].
3Rache der ErdeAktive Fähigkeit
Rache der Erde: Stufe +1
Ein Ziel in 20 m, regeneriert 110 MP. Dein Linksklick, Folgeschlag [Entladung].
4Heilige AuraAktive Fähigkeit
Heilige Aura: Stufe +1
Eine unbewegliche Aura neben dir greift das gewählte Ziel in 20 m an.
5Segen der ErdePassive Fähigkeit
Segen der Erde: Stufe +1
Krit.-Schadensverstärkung 10,5 % → 20 %, Präzision +100.
6Segen des GebietersPassive Fähigkeit
Segen des Gebieters: Stufe +1
Kritischer Treffer +100 → +195, Wucht 0,2 % → 4 %, Zusatzschaden bei Treffer (einmal pro Sekunde).
7Licht der HeilungAktive Fähigkeit
Licht der Heilung: Stufe +1
Heilt dich und das Gruppenmitglied mit den wenigsten LP in 40 m.
8Glanz der GenesungAktive Fähigkeit
Glanz der Genesung: Stufe +1
Heilt dich und die Gruppe in 40 m, hebt einen Schwächungszauber auf.
9Licht der RegenerationAktive Fähigkeit
Licht der Regeneration: Stufe +1
Heilt dich und die Gruppe in 40 m 30 s lang alle 2 s.
10HeilungsverstärkungPassive Fähigkeit
Heilungsverstärkung: Stufe +1
Heilungsverstärkung in Höhe von 22,4 % → 30 % der Angriffskraft.
11MehrfachtrefferWert
Mehrfachtreffer +1,5 %
Höhere Chance, dass ein Angriff als Mehrfachtreffer mehrmals trifft.
12MehrfachtrefferWert
Mehrfachtreffer +1,5 %
Höhere Chance, dass ein Angriff als Mehrfachtreffer mehrmals trifft.
13MehrfachtrefferWert
Mehrfachtreffer +1,5 %
Höhere Chance, dass ein Angriff als Mehrfachtreffer mehrmals trifft.
14ÜberlebenswillePassive Fähigkeit
Überlebenswille: Stufe +1
Widerstand gegen Statuseffekte 17 % → 55 %, Schadensresistenz unter harten Kontrolleffekten. Vor allem PvP.
Triniel, from level 40
- Condemnation
- Judgment Thunder
- Earth’s Retribution
- Divine Aura
- Earth’s Grace
- Empyrean Lord’s Grace
- Healing Light
- Radiant Recovery
- Light of Regeneration
- Healing Enhancement
- Multi-hit
- Multi-hit
- Multi-hit
- Survival Willpower
- Skip: Heal Block, Empyrean Lords’ Benediction, Radiant Benediction, Prayer of Concentration, Defiance, multi-hit resistance, critical damage tolerance, MP and crit resistance. Lightning Strike Scattershot is disputed. disputed
- Azphel, the PvP board, uses its own crystals; its damage and defence lines only work in PvP.
Stats and gear
| # | Stat | Reason |
|---|---|---|
| 1 | Attack | Healing Enhancement converts part of it into healing. There is no separate healing stat to build. |
| 2 | Cooldown reduction | From every source: Talisra wings (4%), two Nezekan nodes (1.5% each), titles and the Illusion Pantheon stat. Shortens the gaps in Chain of Torment and Earth Punishment, but doesn’t close them on Global. |
| 3 | Weapon and critical damage amplification | Then damage amplification or frontal attack damage amplification. disputed |
| 4 | Critical hit | Outside Earth Punishment, only your own crit resets Condemnation. Take it up to the crit cap. |
Lines, stones, Arcana
| Manastones | Weapon and critical damage amplification, only on superior (including Abyss) manastones |
|---|---|
| Soul binding weapon, guard | Combat speed, weapon damage amplification, damage amplification, power |
| Soul binding armour | On every piece Empyrean Lord’s Grace and Earth’s Grace. Plus helmet and cape Smite and attack, shoulders crit damage and Smite, chest damage amplification, gloves combat speed, boots movement speed. |
| Jewellery | Rings: power and Condemnation or other main skills. Necklace and earrings: power and the two graces; combat speed on the necklace, movement speed on the earrings. |
| Arcana lines | Mirror: Earth’s Grace. Bell: Empyrean Lord’s Grace. Compass: Divine Aura. Parchment: Condemnation and Radiant Recovery. Chalice: whatever falls short otherwise. |
| Wings | Talisra for 4% cooldown reduction; Forest Spirit or Veil of Darkness as the damage choice. disputed |
Belt, amulet and rune have fixed stats (Revelation Amulet with 10% weapon damage amplification). Endgame sets and item level gates are in the endgame guide.
PvP
Alone you’re a damage dealer who outlasts the enemy; in a group you keep your people alive and cleanse their debuffs. Light of Protection stays on in both cases; in PvP it works at half its PvE value.
- Chain of Torment first, or Condemnation won’t work.
- Earth Punishment, then Condemnation in a row. While the punishment burns, every Condemnation crits and resets.
- Voice of Doom on anything that heals or shields: −60% healing received and potion effect for 20 s on up to 4 enemies; from stigma level 10 it removes protective shields.
- Cleanse debuffs: Radiant Recovery removes one, two with the specialisation.
- Salvation as the panic button: 3 s immune to damage and status effects, from stigma level 5 +100% healing received. After that, no further Salvation, Tenaciousness or Barrier Spell on you for 30 s.
| Area | PvP preset |
|---|---|
| Stigmas solo | Light of Protection, Earth Punishment, Salvation, plus Voice of Doom or Yustiel’s Power disputed |
| Stigmas in a group | Light of Protection, Salvation, Yustiel’s Power, Absolution |
| Skill points | Survival Willpower to 10; keep Immortal Veil and Defiance at 10 |
| Debilitating Mark | 20% chance of a 3 s stun instead of the damage reduction |
| Radiant Recovery | Cooldown −3 s and remove up to 2 debuffs |
| Amulet | Fierce Battle Amulet (PvP damage amplification 20%) |
Defiance is your only break-free skill, and apart from evading you have no sprint or leap skill. It doesn’t remove root, slow or silence.
Common mistakes
Putting everything in the macro
Bolt, the two auras and the heals belong on their own keys. The macro gets whatever should run constantly or deals damage.
Waiting to heal
Healing Light and Radiant Recovery have short cooldowns. Press them early, not only once several players are almost dead.
Doubling buffs with the Chanter
Light of Protection, Earth’s Grace and two debuffs overlap with the Chanter. Agree before the fight.
Divine Aura on a wandering boss
It doesn’t move. Only place it where the boss stays for a while.
Letting go of left click
The macro doesn’t trigger Earth’s Retribution itself. Without holding left click, you run out of MP.
Status and method
Compiled from Global client data, NC’s announcements and the builds of experienced players, cross-checked across several German and English sources. Only what is confirmed goes in; where experienced players disagree, both positions are given.
The guide is continuously maintained. What has changed is listed under News.



