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Ranger
Showing Ranger PVE Region: Global Version: S1 endgame

Ranger PvE: Global Edition

Transcribed from Allyria's Aion 2 Ranger Guide (Global Edition, PvE, updated 06.09.2026) as a demonstration of this authoring system. The advice, priorities and numbers are hers.

About this guide

Allyria
Allyria

Written for the Global release version of Aion 2. Class balance is aligned to the current TW patch, since that is most likely what we inherit at launch.

That is why several chapters are split in two: "Global release" tells you what to expect and what matters on day one, and the TW half shows how the same system looks today, so you can plan long-term instead of being surprised later.

This guide expects a basic understanding of the game, the class and its systems. You have reached level 45, collected feathers, and so on. It is based on my own experience plus information collected from TW/KR servers and player feedback.

PvE only: I am not deeply into PvP currently, though a dedicated PvP part may follow.

Chapter 1 · Skills and Specialties

Skill balance carries over from the current TW patch, so these priorities apply from day one at Global. Dump your points by tier.

This many skills at +20 is hard or not possible in Season 1, because we have fewer Arcana cards, but it is where you should aim long-term.

1.1 Active skill levels

SkillminFinish atWhy
Gale Arrow 20 ★★★★★
Deadshot 20 ★★★★★
Drill Dart 20 ★★★★★
Tempest Shot 20 ★★★★★
Snipe 20 ★★★★★
Burst Arrow 16 ★★★★
Arrow Scattershot 16 ★★★★
Marking Shot 16 ★★★★
Explosion Trap 12 ★★★
Snare Shot 12 ★★★
Suppressing Arrow
Defiance

1.2 Passive skill levels

SS Focused Eye Focused Eye and Hunter's Resolve are in a completely different league from everything else. Dump everything into these two first, then spread.
SS Hunter's Resolve
S Hunter's Soul Your focus afterwards, for optimal damage.
A Vigilant Eye
A Rooting Eye
A Melee Fire
A Concentrated Fire
B Revitalization Contract
B Wind Vigor
B Unyielding Resolve

1.3 Break bars

Some boss monsters have a break bar right under their health bar. This sometimes needs to be destroyed very fast or the group gets nuked. Transcendence 1, Atiel, for example.

Every class has Break Values on its skills. If you know a boss needs a break, save them for when the bar opens. Arrow Storm provides the biggest Break Value of all Ranger skills.

Break Value overview

1 Arrow Storm 50
2 Explosive Arrow 20
3 Griffon Arrow 20
4 Burst Arrow 15
5 Deadshot 10–16 depending on the stage. 10
6 Suppressing Arrow 10
7 Gale Arrow 10
8 Explosion Trap 10
9 Snare Shot 10
10 Marking Shot 7
11 Drill Dart 5
12 Tempest Shot 1

Skills with "chance to reset after 25%" are worth it early on, but the trait gets worse over time with more Attack Speed and CDR. At some point it can be worth replacing without hurting damage by a lot. Early on it is not recommended.

1.4 Skill Traits

SkillLvNodesEffect
Snipe Orange › Red › Yellow If you struggle with HP you can go with 0.7% HP Regen instead of Multi-hit %.
Tempest Shot Red › Blue › Yellow
Snare Shot Yellow › Blue › Red
Marking Shot Green › Yellow › Red
Drill Dart Red › Yellow › Orange If you struggle with HP you can go with 3% HP Regen instead of Multi-hit.
Arrow Scattershot Red › Orange › Green
Gale Arrow Orange › Red › Yellow +5s duration is only a thing early on, in combination with increased Combat Speed. After reaching level 16, switch towards -10s cooldown: later into the game you reach 100% uptime without +5s duration, and even early on you benefit more from the cooldown.
Explosion Trap Green › Yellow › Red
Burst Arrow Yellow › Red › Orange If you struggle with HP you can go with 10% HP Regen instead of +20% damage.
Suppressing Arrow Yellow › Green
Deadshot Blue › Yellow › Red The Orange trait is nice for PvP; in PvE it is total trash with a geared character. However, early in Season 1 before we gain good Multi %, it might be better than Red.
Defiance Red › Yellow › Blue

Chapter 2 · Stigma Skills

Skill points are slow to get. Farming inside the Abyss at 25k AP per skill point remains the main source. The stigma system itself changes shape after launch.

2.1 Taiwan currently

KR/TW

On TW the system has grown with the level 50 patch: 6 stigma slots instead of 4, max level 25, and a new Ranger stigma, Supporting Fire, that is now part of the core.

Only 3 stigmas can be at level 25 currently, and the prerequisite is owning 8 stigmas at level 20, since every level-20 stigma gives 1 stigma point to upgrade beyond 20. You cannot rush three stigmas to 25. The 8×20 requirement is a large, unavoidable investment in stigmas you may never slot. Budget for it. Choose your stigmas as you wish; we can most likely change without spending in-game currency, since this was a QoL change on TW. Unsure if Global gets this system directly at launch.

The three to ALWAYS pick for PvE once introduced: Bow of Blessing, Vaizel's Authority, Supporting Fire.

2.2 At Global release

Global
Essential Vaizel's Authority · buffMain buff.
Essential Bow of Blessing · buffSecondary buff.
Essential Explosive Arrow · damageDPS.
Situational Arrow Storm · breakFlex slot: break and AoE.
Situational Griffon Arrow · damageFlex slot: DoT and DPS.
Situational Mother Nature's Breath · survivabilityFlex slot: survivability.
The PvE core to build toward

Vaizel's Authority + Bow of Blessing + Explosive ArrowExpect the earlier stigma system at launch: three fixed picks and one flex slot.

Once Supporting Fire arrives

Bow of Blessing + Vaizel's Authority + Supporting FireThe TW level-50 core, for planning.

2.3 Stigma overview, Global and TW

Essential Bow of Blessing · buff
Essential Supporting Fire · buff
Essential Vaizel's Authority · buff
Situational Explosive Arrow · damage / break
Situational Griffon Arrow · damage / break
Situational Mother Nature's Breath · survivability
Situational Ambush Kick · survivability
Situational Arrow Storm · break
Skip Stealth
Skip Sealing Arrow
Skip Assault Smite
Skip Ensnaring Trap

Chapter 3 · PvE rotation and macro

Credit for the macro setup goes to JOEI.

3.1 Skill chains

Build the skill chains once you have all the skills. The macro is built around the best damage performance, but macros change frequently with balance patches and skill changes, so expect this to be updated often.

Marking Shot, Scattershot, Suppressing Arrow, Explosion Trap and Mother Nature are NOT part of the macro.

Marking Shot does not need to be spammed. It wastes animations and currently griefs you with forced jump animations that can lead to deaths; it is better to track the buff manually and only use it to keep it up.

Mother Nature is a survival skill and would not be up at the right time inside a macro. Suppressing Arrow is not used at all. Explosion Trap is situational for AoE and grouping.

The chain, and the loop that drives it

Loop

In-game macro, Key Settings → General → Gameplay → Macro.

  1. Gale Arrow 10 ms
  2. Burst Arrow 10 ms
  3. Drill Dart 10 ms
  4. Burst Arrow 10 ms
Loop

Razer loop, set to run while the button is held and stop on release.

  1. Left Click: Snipe 10 ms
  2. Right Click: in-game macro key 10 ms
  3. 7: Deadshot 10 ms
The in-game macro panel: skill order and the 10 ms delay on each step.
The in-game macro panel: skill order and the 10 ms delay on each step.

3.2–3.3 Macro setup

LMB
Snipe
RMB
In-game macro key
Key Settings → General → Gameplay → Macro. Choose any key you like; I use RMB.
7
Deadshot

Set the in-game macro up and paste in your skill chains, then pair it with macro software. I use Razer, as does JOEI. It is important that the macro is set to run while the button is held and stop once released. If you use different software you will need to work out the equivalent setting yourself.

Razer setup: left click, right click, 7, each held while the button is down.
Razer setup: left click, right click, 7, each held while the button is down.

Macro FAQ

Why do we need a 3rd party? Can't we just use the in-game macro as a standalone?

In theory yes, but the in-game macro will not use 3rd-stage Deadshot, which leads to a huge damage loss.

Is this bannable?

No, as long as you are not building a macro that can run automatically, which is botting. Held-button macros are totally fine.

Isn't it suboptimal to run buffs inside the macro?

Not really, since we run boss to boss in most cases. It is also no issue to remove buffs from the macro and use them manually for more control. Try it and decide for yourself. Good to know: through the -1s cooldown trait from Vaizel's you will later hold it at 100% uptime at certain Combat Speed and CDR values. The same applies to Supporting Fire, and to Bow of Blessing, although that takes higher values since its base cooldown is longer.

How do I use the macro for sustain farming?

Use a second preset without the Deadshot line and Marking Shot line. Or just hold the in-game macro key instead of the Razer one, so Deadshot and LMB are not used.

Chapter 4 · Daevanion boards

Tile priority
Orange>Blue>Green>White
  1. Start with the top-priority skills and passives (Chapter 1) and work through until you have most of them.
  2. Sometimes take Blue over Orange, if it lets you hit an active-skill milestone at Lv 8, 12, 16 or 20.
  3. The board is a marathon, not a sprint. All boards after the first four can be fully maxed and do not appear here.
  4. On TW the four boards grew with the level 50 patch. If Global differs I will update them.
Give up first
Anything that is not an offensive attribute>Defence

If you cannot max a board, spend nothing on tiles that do not give offensive attributes. Defence is considered less important.

nezekan Lv 12+ · #1
nezekan board
Spend the rest on
Attack>Critical Hit>HP>Defense>Critical Defense>MP
White-tile order, same on every board.
zikel Lv 20+ · #2
zikel board
Spend the rest on
Attack>Critical Hit>HP>Defense>Critical Defense>MP
White-tile order, same on every board.
vaizel Lv 30+ · #3
vaizel board
Spend the rest on
Attack>Critical Hit>HP>Defense>Critical Defense>MP
White-tile order, same on every board.
triniel Lv 40+ · #4
triniel board
Spend the rest on
Attack>Critical Hit>HP>Defense>Critical Defense>MP
White-tile order, same on every board.

Chapter 5 · Pets

Four types: Cogni, Fera, Natura, Varian. Pets give a lot of flat stats and are important.

Level priority: Cogni > Fera > Natura > Varian.

5.1 At Global release

Global

Focus armour over pets at launch. Pets come with time and from the daily dungeon. Do not sink early resources here; gear carries you further in the first weeks. Only use Rainbow Crystals for Special Genus Insight. Current information says pets will cap at level 3 on Global.

5.2 Genus Insight

Slots 3 and 9
1 Smite %
Slot 6
1 Damage Tolerance %
Every other slot

Check in game which slot can reroll which attributes.

1 Accuracy
2 Critical Hit
3 Attack

Get slots 3, 6 and 9 first, then reroll the other slots based on what you are missing. Do not lock slots until level 10, except 3/6/9. If you get a Smite or Tolerance roll of 1.7% or higher, that is worth keeping in your first preset. Afterwards work on a second set aiming for 2%+.

On TW people currently go for a mix of front damage % and Smite. I would not recommend rolling more than 2 lines (3 and 9) with it, since the idea of front damage being better than Smite is linked to already-high Smite values from other sources that we will not have until Season 3, Chapter 1, 8 to 9 months after launch. Positioning is also insanely important; if you do it wrong you will not benefit from the front damage % at all. That said, if you can keep your positioning up it is a good overall damage gain.

TL;DR: a very good player uses front damage at certain Smite values to maximise damage. If you are more casual and do not want to stress about positioning, go full Smite and have a relaxed life.

In the end, if you die inside a dungeon because of damage greed, you are griefing far more than if you did a bit less damage.

Chapter 6 · Gear and stats

I do not recommend min-maxing anything except PvE crafted gear. I am not to be blamed for materials or money wasted on gear that is not worth it; if you are not sure whether to upgrade something, ask first.

This chapter focuses on the best PvE rolls for every gear piece to reach the best end result in terms of DPS. Every piece has a priority order, because different tiers of gear carry different numbers of lines.

PvE crafted gear is considered the best gear: it gives % PvE damage and tolerance and more stat lines than any other gear, so build toward it as soon as possible to transition out of dungeon gear.

Crafted gear, in this order

  1. Rings
  2. Earrings
  3. Necklace
  4. Bow
  5. Guard
  6. Chestplate
  7. Pauldrons
  8. Gloves
  9. Legs
  10. Boots
  11. Everything else

6.1 Equipment and Soul Binding

Ring
#1 · epic
Ring
  1. 1 Snipe
  2. 2 Tempest Shot
  3. 3 Gale Arrow
  4. 4 Deadshot
  5. 5 Drill Dart
  6. 6 Burst Arrow
  7. 7 Attack
Earring
#2 · epic
Earring
  1. 1 Focused Eye
  2. 2 Hunter's Resolve
  3. 3 Hunter's Soul
  4. 4 Accuracy
  5. 5 Crit
  6. 6 Attack
Necklace
#3 · epic
Necklace
  1. 1 Focused Eye
  2. 2 Hunter's Resolve
  3. 3 Hunter's Soul
  4. 4 Accuracy
  5. 5 Crit
  6. 6 Attack
Weapon
#4 · epic
Weapon
  1. 1 Weapon Damage Boost
  2. 2 Combat Speed
  3. 3 Might
  4. 4 Precision
  5. 5 Damage Boost
  6. 6 Multi Hit Chance
  7. 7 Attack
Guard
#5 · epic
Guard
  1. 1 Weapon Damage Boost
  2. 2 Combat Speed
  3. 3 Damage Boost
  4. 4 Might
  5. 5 Precision
  6. 6 Multi Hit Chance
  7. 7 Attack
Torso
#6 · epic
Torso
  1. 1 Damage Boost
  2. 2 Focused Eye
  3. 3 Hunter's Resolve
  4. 4 Crit
  5. 5 Accuracy
  6. 6 Attack
  7. 7 Defense Increase
Shoulder
#7 · epic
Shoulder
  1. 1 Critical Damage Boost
  2. 2 Focused Eye
  3. 3 Hunter's Resolve
  4. 4 Accuracy
  5. 5 Crit
  6. 6 Attack
  7. 7 Defense Increase
Gloves
#8 · epic
Gloves
  1. 1 Combat Speed
  2. 2 Focused Eye
  3. 3 Hunter's Resolve
  4. 4 Perfect Chance
  5. 5 Crit
  6. 6 Attack
  7. 7 Defense Increase
Pants
#9 · epic
Pants
  1. 1 Damage Tolerance
  2. 2 Focused Eye
  3. 3 Hunter's Resolve
  4. 4 Perfect Chance
  5. 5 Attack Increase
  6. 6 Crit
  7. 7 Attack
Boots
#10 · epic
Boots
  1. 1 Move Speed
  2. 2 Focused Eye
  3. 3 Hunter's Resolve
  4. 4 Perfect Chance
  5. 5 Crit
  6. 6 Attack
  7. 7 Defense Increase
Cape
#11 · epic
Cape
  1. 1 Focused Eye
  2. 2 Hunter's Resolve
  3. 3 Smite
  4. 4 Perfect Chance
  5. 5 Attack Increase
  6. 6 Crit
  7. 7 Attack
Helmet
#12 · epic
Helmet
  1. 1 Incoming Heal
  2. 2 Focused Eye
  3. 3 Hunter's Resolve
  4. 4 Smite
  5. 5 Attack Increase
  6. 6 Crit
  7. 7 Attack
Bracelet
#13
  1. 1 Wisdom [Lumiel]
  2. 2 Destruction [Zikel]
  3. 3 Time [Siel]
  4. 4 Illusion [Kaisinel]
  5. 5 Death [Triniel]
  6. 6 Justice [Nezekan]
  7. 7 Life [Yustiel]
  8. 8 Space [Israphel]
  9. 9 Freedom [Vaizel]
  10. 10 Destiny [Marchutan]
Brooch
#14
  1. 1 Might
  2. 2 Precision
  3. 3 Accuracy
  4. 4 Crit
  5. 5 Constitution

6.1.1 Amulet, Belt, Pendant, Clash Runes

You get both the Amulet and the Belt through world progression early on, and upgrade them by default until max. Nothing else to really say.

The Pendant is added with the Chapter 1 level-50 patch (not available at launch) and works the same way as the Belt and Amulet.

Clash Runes give fixed attributes based on the tier of amplification, but because of the high RNG in upgrading them it is not recommended to push higher than 6 or 7.

6.2 Base stats

Stats are divided into three categories: Divine Stats, Main Stats and Sup Stats.

Your main focus will be Attack, Crit and Accuracy for Main Stats, as well as Might and Precision. You will also focus heavily into Sup Stats. CDR and Combat Speed mostly come from Divine Stats and equipment Soul Binds.

Sup Stats

Smite>Perfect Chance>Combat Speed=Cooldown Reduction

Example endgame distribution

StatValueStatValue
Might309Precision309
Agility92Willpower107
Constitution148Intelligence105

6.3 Divine Stats

Wisdom [Lumiel]>Destruction [Zikel]>Time [Siel]>Death [Triniel]>Illusion [Kaisinel]>Justice [Nezekan]>Freedom [Vaizel]>Space [Israphel]>Life [Yustiel]>Destiny [Marchutan]

Example endgame distribution

StatValueStatValue
Wisdom197Space93
Destruction170Life89
Time165Freedom73
Death143Justice70
Illusion117Destiny68

6.4 Theostones

Choose whatever. Theostones have 0 impact in PvE. There are some that are nice for PvP though, Silence for example.

6.5 Soulstones and Manastones

Manastone × 2
1 +100 rolls (Weapon and Front/Back Damage)Considered best in slot.
2 AttackBoth lines rolled as Attack. 35 Attack is the same as one +100 line of Weapon or Front Attack.
3 Crit / AccuracyGood stats and easy to get, the best decision early in Season 1. Later, once you have your first red gear that you will not replace for a while, aim for +100 rolls. If you roll option 1 or 2 randomly on lower gear you still keep it.

Soulstones and Manastones work exactly the same. Manastones are used for armour and weapons; Soulstones for accessories. You have many options. On end gear you want 2 gold lines on each piece: either 2× +100, or 1× +100 plus Attack.

Keepworthy Soulstone and Manastone rolls on endgame gear.
Keepworthy Soulstone and Manastone rolls on endgame gear.

6.6 Wings

Wings can be enchanted until +10. It is not your first priority, and I am not sure this will be in right at the Global release. You need to enhance all wings anyway for the current best Attack title.

Focus on what gives you the most value. Nightmare wings at +10 give a flat 2% more Smite just for owning them.

Wing progression timeline (equipped)

  1. Forest Spirit Wings / Dark Veil Wings
  2. Dead Ego Wings / Nightmare Wings
  3. Talisra Wings
  4. Eroded Golden Wings ★ Best in slot

6.7 Titles

Only showing best in slot plus the filler you use until you get best in slot. Nothing more to say.

Attack title

1 Playing God ★ Best in slot PvE Damage Boost 5.5%, Smite 4%, Accuracy Bonus 90 · collection bonus: Flight Speed 1%
2 Unbound by Genus PvE Damage Boost 5.5%, Attack Bonus 30, Critical Hit 80 · collection bonus: PvE Damage Boost 1%
3 Guardian of Verteron PvE Damage Boost 3.7%, Smite 2% · collection bonus: PvE Damage Boost 1%

Defense title

1 Rule All Creation ★ Best in slot Defense Bonus 300, Back Attack Damage Tolerance 5.5%, Boss Damage Tolerance 6% · collection bonus: Move Speed 1%
2 Saint of Verteron Defense Bonus 300, Damage Tolerance 5%, Block 110 · collection bonus: PvE Damage Tolerance 1%

Special title

1 Empty Closet ★ Best in slot Combat Speed 5%, Natural HP Regen 40, Cooldown Reduction 5% · collection bonus: HP 50
2 Through Hell and Back Cooldown Reduction 5%, HP 800, Stamina 200 · collection bonus: Block 10

Chapter 7 · Arcanas

Stats on Arcanas are random and need a lot of luck, so even a top player is not always running perfect Arcanas. Through the transmute preview you can always see which skills you can get on which Arcana.

Every Arcana card can be upgraded from 0 up to +5, and the higher the enhancement level the more expensive it becomes. With every enhancement level a random stat or skill line is upgraded.

My recommendation is therefore not to +5 every Arcana, but to go to +1 or +2 and check whether the stats you want are the ones going up. If not, try again on a different Arcana.

7.1 At Global release

Global
Vigor
Chalice and Parchment.
Magic
Compass, Bell and Mirror.
Chalice Vigor

Chalice of Vigor

1 Focused Eye
2 Hunter's Resolve
3 Snipe
4 Tempest Shot
Parchment Vigor

Parchment of Vigor

1 Drill Dart
2 Snipe
3 Burst Arrow
4 Tempest Shot
Compass Magic

Compass of Magic

1 Burst Arrow
2 Arrow Scattershot
3 Deadshot
4 Gale Arrow
Bell Magic

Bell of Magic

1 Hunter's Resolve
2 Revitalization Contract
3 Vigilant Eye
4 Rooting Eye
Mirror Magic

Mirror of Magic

1 Focused Eye
2 Concentrated Fire
3 Unyielding Resolve
4 Melee Fire

Global starts with 5 Arcana slots and only very limited ways of building; the marked skills above are the priority.

On the Grail you can basically get any skill, so in some cases Deadshot or Gale Arrow might be the better fit there, as well as other skills that get you to +20. Overall Tempest Shot, Gale Arrow, Deadshot and Drill Dart are the skills that definitely should be at +20, they deal the most of your damage.

It is important to run the correct sets as shown, since different types of Arcanas give different Divine Stats.

Chapter 8 · Pantheon

There are three different types of thing you can place: Artworks, Statues and Colossus. Depending on the rarity you get different amounts of stat lines, which is why you aim for Yellow/Orange long term.

Artworks, Statues and Colossus

Artworks

You aim for Illusion + Wisdom. The third stat is most of the time Destiny or Life; Life is better.

1 Illusion + Wisdom + Life
2 Illusion + Wisdom + DestinyFiller. At the start there will not be enough Artworks with Wisdom, Illusion and Life.
Statues

Early on you use blue as filler with only 2 lines.

1 Yellow: Freedom + Death + Space
2 Blue filler: Freedom + SpaceMy recommendation over Death + Freedom or Death + Space. Slightly less damage early on, but the movement speed from Space helps a lot with evading and playing mechanics.
Colossus

Everything else is considered no option.

1 Zikel / KromedeSeason 1.
2 KaisinelSwitch as soon as possible from the start of Season 2.
Pantheon overview.
Pantheon overview.

Changelog

2026-09-06Added a disclaimer about the Season 1 skill setup in Chapter 1.
2026-09-03Chapter 7 Arcanas reworked; Season 2 and beyond removed to keep the guide aimed at Global. Skill table reworked to include the Broken tier.
2026-08-31Chapter 6 fully reworked; Chapter 8 Pantheon and the Titles section added.
2026-08-28Chapter 3 added: macros, skill chains, macro setup. Credit to JOEI for the macro.
2026-08-26Changelog started. Griffon Arrow added to the good Break Value category, overlooked it.

Community guides. Fan project, not affiliated with NCSOFT.