Story velocity
Go: Main episode + every nearby growth-support objective
Take: Equip the highest usable quest reward; learn movement and one clean rotation.
Skip: Market purchases, rerolls and enhancement beyond trivial costs.
A living optimization field guide for all 9 AION 2 classes—Korean ranker patterns translated into Global-ready PvE and PvP decisions.
Popularity is not causality. Every recommendation is framed as a claim you can test.
A source-aware atlas from first drop to ranked endgame, plus an adjustable cash-to-progression model for Global and Korea/Taiwan. It values guaranteed gains before RNG.
Exchange prices, market supply, class, current gear, RNG and regional rules all move the answer. The planner exposes those assumptions so you can replace them with your server’s live numbers.
Time ranges assume a focused first character, no carry and normal queue availability. Add time if you explore, craft or learn blind.
Go: Main episode + every nearby growth-support objective
Take: Equip the highest usable quest reward; learn movement and one clean rotation.
Skip: Market purchases, rerolls and enhancement beyond trivial costs.
Go: Krao Cave / Draupnir rewarded entries, then continue episode
Take: Main-hand first; tank shield and healer weapon when class-defining.
Skip: Completing a perfect early set that level 35 replaces.
Go: Stigma unlocks, achievements, quests, Sealed Dungeons, regional tasks
Take: Daevanion points, core stigmas, guaranteed stones and coherent armor.
Skip: Wide stigma leveling and speculative crafting.
Go: Finish the regional campaign, cap rewarded dailies, identify the first endgame recipe/drop
Take: Resources and a serviceable complete set; keep liquid Kinah.
Skip: Enhancing a transition weapon past its economical stop.
Go: Entry Expeditions, Sealed Dungeons, Empyrean Trace and the regional Abyss path
Take: Accuracy/survival requirement, then weapon, then set coherence.
Skip: Raw score pieces that break your role stats.
Go: Specific boss tables, deterministic craft, currency vendors
Take: Long-lived Unique/Heroic bases; transfer or succession value first.
Skip: Random boxes when a selector or recipe exists.
Go: Raid/Expedition best slots, engraving, stones, Arcana and wings
Take: One breakpoint at a time, verified by five comparable fights.
Skip: Perfect engraving and +tail enhancement before all cheap gains.
Go: Seasonal PvE/PvP, top raids, collection completion
Take: Encounter-specific swaps and permanent account power.
Skip: Buying score that produces no measurable clear, survival or PvP outcome.
The four economic inputs are deliberately editable. Enter your live shop and Exchange quotes plus the score gain of your next actual upgrades.
Model confidence: low–medium. Score is not bought directly. This converts optional spending into a Kinah-equivalent, applies diminishing efficiency, and adds a user-defined guaranteed-pass gain. Low/high are ±30%. It excludes prohibited RMT and never assumes an RNG success.
Play every rewarded lockout; earn or trade for premium currency where permitted.
Membership first when its trade/economy access applies; farm everything else.
Membership → guaranteed-value pass → only then liquid market budget.
Buy scarce bases/materials after clearing personal lockouts; diversify upgrades.
Chases perfect engraving, collection, Arcana/wing and late enhancement tails.
Global: prioritize membership only if you use trading, then guaranteed passes and deterministic items. Current reporting says several KR/TW power-sale routes and Divinity Boards were removed or altered. KR/TW: deeper cash-to-market and probability systems can widen early gaps, but the last few percent remain extraordinarily inefficient.
Finish all permanent systems and rewarded entries. Spend Kinah on breakpoint-closing bases, not perfection.
Best value: attendanceMembership when trade access matters; one guaranteed pass only when its claimed rewards beat the Exchange.
Best value: liquidityBuy time around a settled endgame base. Never enhance the transition piece just because cash is available.
Best value: deterministic gapsSet a hard monthly stop. Price probability tails from official disclosures and reserve at least 15% rather than chasing losses.
Best value: restraintThe order protects scarce upgrade materials: first unlock the full kit, then meet encounter requirements, then optimize damage and role output.
Weapon → accuracy/sustain requirement → set coherence → engraving/manastones → luxury systems
TANKSurvival breakpoint → threat accuracy → set coherence → weapon → damage
A strict, evidence-first prompt preloaded with the selected class, mode, observed sample, and stigma signal.
You are an AION 2 Global build analyst. Optimize my Gladiator (검성) for PvE. Use the current Global patch and compare against Korean top-player adoption, official skill text, and encounter logs. Do not copy a popularity list blindly. Explain each recommendation through role, encounter type, uptime, accuracy/survival breakpoints, opportunity cost, and sample quality. Return: 1. Skill and stigma loadout with exact purpose 2. Stat priority with breakpoint logic 3. Gear, manastone, soul engraving, wing, Arcana, and Daevanion priorities 4. Opener, sustained rotation, defensive plan, and three common failure modes 5. Level 1–30, 31–50, entry endgame, 400K+, and ranked progression plan 6. A test protocol using at least five comparable fights 7. Evidence table: claim, source, date/patch, sample size, confidence Regional guardrail: Global is currently level 45 with eight launch classes and four equipped Stigma slots. If the selected class or feature is unavailable in Global, say so and do not substitute Korean data as if it were Global. Current evidence anchor: 8,459 Korean ranker profiles; observed high-adoption stigmas include Charge Stance (92%), Downward Strike (89.2%), Zikel's Blessing (88.5%), Rage Explosion (86.7%). Treat adoption as correlation, not proof. Flag any regional or patch mismatch.
Evidence labels keep official facts, observed behavior, and analyst inference from collapsing into the same thing.
Current Global launch news, events, roster, and regional service.
OfficialLevel-45 equipment, skills, Stigmas, and Daevanion boards visible on live profiles.
OfficialNine-class roster, systems, skills, and current chapter framing.
OfficialEight Daevanion trees; points earned from achievements and quests.
OfficialLevel 50 cap, Fighter, stigma expansion, and new PvE/PvP systems.
ObservedPatch 2.0.3.0 skill coefficients, slot unlocks, specializations, and class build math.
ObservedTwo top-30 samples per class across five Global regions; popularity is not performance proof.
ObservedKorean ranker adoption and meter-derived encounter data; independent, not NCSoft.
OfficialPublic character builds and official-content ranking context.
Item, skill and stat values come from readable public sources and community observations, each labeled with its source and confidence. Values that cannot be verified for the Global client are marked as unverified rather than presented as fact.
Community builds explain the fight, patch, sample and trade-off, with evidence links. A moderator reviews every submission before it is published.