Dungeons & PvE

Party preparation and first clears

A practical checklist for roles, recruitment, learning attempts and diagnosing a wipe.

Editorial group-play advice. Suggested responsibilities are not a mandatory class composition or a claim about a specific boss mechanic.
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Make the party’s goal explicit

Agree on the dungeon, difficulty, available time and whether the run is for learning or repeat rewards. Tell the group if you are new. A short honest explanation before entry saves confusion during the first fight.

Use the current entry screen to check every requirement. A published party size does not by itself say how many players are required, which roles are mandatory or whether a particular class is eligible.

Assign responsibilities, then choose classes

Templar’s defensive identity, Cleric’s healing identity and Chanter’s support identity are useful starting points. The actual tools equipped by each player matter more than assuming a class name covers every responsibility.

ResponsibilityBefore the pullDuring the fight
Frontline / pull leaderAgree who starts the fight and where the group gathers.Make movement predictable and call loss of control early.
Healing / recoveryTell the group which recovery tools you have available.Watch teammates and your own safety; ask for help before resources run out.
DamageRead skill range and action commitment.Keep dealing damage during safe periods and respond to assigned mechanics.
Support / utilityIdentify helpful effects in the selected loadout.Communicate availability instead of overlapping every tool at once.
EveryoneCheck controls, inventory and entry eligibility.Observe cues, stay reachable and explain problems briefly.

A short ready check

Ask each player to confirm readiness before the pull. If someone needs to change controls, read a skill or understand an assignment, do it before combat starts.

  • Correct dungeon and difficulty selected.
  • Required party members present and eligible.
  • Skills and recovery items placed on reachable controls.
  • Reward eligibility and inventory checked.
  • Caller, pull leader and initial positioning agreed.
  • Enough time available for the planned run.

Diagnose the first failure

A wipe is the end of a chain of events. Find the first preventable event in that chain, then adjust one thing. This produces a clearer result than changing gear, positioning and tactics all at once.

SymptomCheck firstOne possible next attempt
The same player dies firstThe preceding warning and their position.Make that warning the caller’s first priority.
Several players take damage togetherWhether everyone saw the same cue.Agree one short movement call.
A teammate receives no helpRange, visibility and timing.Keep a clearer line between that player and support.
The group survives but stallsTime spent idle, moving or on the wrong target.Choose a shared target and review safe damage windows.
The pull starts chaoticallyWho initiated and whether everyone was ready.Use a single pull leader and ready check.

Leave with useful progress

Before leaving a successful run, inspect reward claims. After a learning session, write down the cue and response that improved the attempt. Include dungeon, difficulty, region and date so the note remains useful when the game changes.

If the group cannot progress, finish with a concrete next step: practice movement, clarify one mechanic or return with more suitable preparation. Avoid blaming a class solely because the group failed.

Sources for this article

  1. AION2's Core Content Unveiled: The Complete Evolution of AIONNC · Pre-release reveal · Published 4 June 2025 · Reviewed 2 October 2026
  2. AION 2 official global teaser siteNC Japan · Global / Japan-facing English page · Reviewed 2 October 2026
  3. Official AION 2 global showcase — factions, locations, dungeons and petsNC / AION 2 Global · Global promotional preview · Reviewed 4 October 2026

Publisher facts are summarized in original prose. Practical recommendations are editorial advice. Read our methodology.

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