TL;DR stigma set: Earth Punishment + Light of Protection + Prayer of Amplification + Noble Aura — over half of public four-stigma builds run exactly these. If a Chanter covers the overlapping party buff, drop Light of Protection for a heal or defensive pick instead.

The Condemnation loop — your damage engine

Cleric damage revolves around one interaction. Learn it and the rest of the kit falls into place.

  1. 1
    Chain of Torment first

    Condemnation requires its target to be afflicted by Chain of Torment — casting without it wastes the cooldown. Keep Chain up permanently alongside Debilitating Mark.

  2. 2
    Earth Punishment

    Bridges into the burst window and, with the right specialty, feeds Condemnation resets.

  3. 3
    Condemnation

    The payoff — roughly 40% of a built Cleric's damage share. A critical hit can reset its cooldown, so crit-heavy setups loop it back-to-back.

  4. 4
    Filler that pays

    Earth's Retribution (~15% of damage) restores about 110 MP per cast — it's what keeps long fights sustainable. Divine Aura down near the target; Judgment Thunder for AoE; Bolt only in safe windows since it's a charge skill.

Stigmas by content

Four slots — pick for the party in front of you, not a single universal page.

ContentStigma setupWhy
Normal group PvEEarth Punishment, Light of Protection, Prayer of Amplification, Noble AuraThe standard — personal damage plus the best party buffs
With a ChanterSame, minus Light of ProtectionIt doesn't stack with the Chanter's Undefeated Mantra — swap in a heal or flex support stigma
Progression / weak groupEarth Punishment + Absolution, Benevolence, Summon Resurrection or Yustiel's PowerTrade personal damage for actual party survival
Solo / levelingDamage-oriented PvE coreSelf-heal only when needed; kill continuously
PvPEarth Punishment, Light of Protection, Salvation, Voice of DoomThe most common PvP bar — survival and control over PvE buffs

Skill priorities

  1. 1
    Condemnation & Divine Aura to 20

    Your two biggest damage contributors — max them first on a damage-leaning build.

  2. 2
    Earth Punishment to 20 first among stigmas

    At 20 it and Earth's Blessing stretch to 20 seconds — the most efficient first stigma investment.

  3. 3
    Judgment Thunder to 16

    Your AoE pressure button — mid priority behind the single-target core.

  4. 4
    Keep debuff uptime sacred

    Debilitating Mark and Chain of Torment reduce enemy output and feed your loop — reapply the moment they drop.

  5. 5
    Pre-cast Light of Regeneration

    Lay the healing field before the pull so opening burst lands on a buffered party instead of your reaction time.

Emergency buttons — know them cold

SkillWhen it comes out
Radiant RecoverySeveral party members hurt and a removable debuff is up — your bread-and-butter triage heal
Salvation (Lv 25)3 seconds of party-wide invincibility — save for boss ultimates, never spent on ordinary damage
Yustiel's Power (Lv 25)Party shield worth 20% of max HP — pre-cast before heavy unavoidable hits
Summon ResurrectionRecovers a fallen party member — the stigma slot worth taking for shaky progression groups

Playing it well

Stable party = damage window

When nobody needs healing, your job is the Condemnation loop — a Cleric that only heals leaves real damage on the table.

Hoard the level-25 cooldowns

Salvation and Yustiel's Power are raid-defining buttons. Burning them on trash to feel useful is the most common Cleric mistake.

MP is a resource, not a vibe

Earth's Retribution refunds MP per cast — weave it into stable windows instead of waiting until you're dry.

PvP is a different class

Out there you survive first: Salvation, Voice of Doom, cleanse and anti-heal timing matter more than any damage rotation.