AION 2 Field Guide

Party sizes you will actually meet

Sizes are worth knowing in advance because entry counters are consumed on entry in the higher tiers, so a wrong party size is not a free mistake. Two sources disagree on the upper end: client-table data describes Expeditions as one to five players and Sanctuary as ten, while a guide citing the publisher describes eight-player Expeditions and a twelve-player raid. Both are reported below rather than resolved, because the regional clients and the global client do not necessarily share the same party caps.

ContentParty sizeSource note
Sealed Dungeons, Daily Dungeon, Nightmare ladder, Ascension TrialSoloClient tables
Urugugu Canyon, Vakron Sky Island, Dying Dramata Nest, Azure Breath Island2 or more requiredClient tables - these cannot be soloed past the easiest mode
Expedition1 to 5Client tables
Subjugation4Client tables
Transcendence2 to 5Client tables
Sanctuary raid10Client tables
Expeditions described as weekly locked, best-gear sources8Guide citing the publisher - conflicts with the client-table figure
Endgame raid described with seven bosses12Same guide - conflicts with the 10-player Sanctuary figure

Which class fills which role

  • Tank: Templar. The only class built around mitigation and threat, and the one a group cannot substitute without changing how it pulls.
  • Healer: Cleric. The deepest healing toolkit in the game, including group healing and resurrection, and the role most likely to be recruited instantly.
  • Support: Chanter. Group buffs plus off-healing means a good Chanter raises the whole party rather than topping a meter.
  • Damage: Gladiator, Assassin, Ranger, Sorcerer and Spiritmaster. They compete for the remaining slots, so gear matters more on these classes than on the roles a group must have.

Revive rules that catch people out

  • Sanctuary raids allow two revives, and only inside the miniboss and final boss rooms. Trash deaths cannot be paid off with a revive.
  • Ascension Trial Easy allows five deaths, and every tier above Hard allows only two. Above Hard it is effectively a no-death format.
  • The Ascension Trial and Subjugation both spend their weekly ticket on entry, so a failed run costs the same as a successful one.
  • Subjugation Easy allows nine deaths, but the upper tiers drop to four.

Use the death replay

The client records deaths, and the practical use of that replay is not to find someone to blame but to identify the mechanic that actually killed the group. Most wipes in a new dungeon are the same mistake repeated: a frontal cone taken at melee range, a group-wide hit taken without a defensive cooldown, or a pull that arrived while the healer was regenerating. Watching one replay after a wipe usually identifies all three at once, which is faster than a second attempt made blind.

Prep that decides the run

  1. Repair before you enter, not after the first wipe. A broken piece is a silent statistic loss that shows up as a failed heal check.
  2. Bring attribute consumables. They are cheap relative to an entry counter and they are the difference between clearing a gear check and failing it.
  3. Clear your bags. Loot left on the floor because the inventory was full is the most avoidable loss in the game.
  4. Agree a retreat before the pull, especially in contested content where a wipe also means a long walk.
  5. On an eight-player run, be on voice. Published guidance treats voice coordination as a requirement rather than a preference at that size.

Mainline content becomes multiplayer content

The campaign does not stay solo. The further a chapter chain progresses the more it assumes multiple players, moving from questing into sieges, faction activities and dungeons, and the endgame story arc requires endgame gear plus a group before it will let you in. That escalation is the reason to find a legion or a regular group before level 50 rather than after it: the content that gates your story progress is group content, not solo content.

Grouping across servers

Instanced content is cross-server, so a group can form across worlds and the launcher does not matter either: Steam and PURPLE players share the same worlds and the same groups. What is not shared is the open world, so the practical consequence is that you can always find a dungeon group even on a quiet world, but you cannot always find a Spacetime Rift partner, because that happens in contested territory.

Frequently asked questions

Frequently asked questions

How many players are in an AION 2 dungeon group?

Most Expeditions run one to five players, Sanctuary raids run ten, and Subjugation runs four. Some guides citing the publisher describe eight-player Expeditions and a twelve-player raid, so confirm the cap in the client for your region.

Which AION 2 dungeons need two players?

Urugugu Canyon, Vakron Sky Island, Dying Dramata Nest and Azure Breath Island cannot be entered alone past their easiest mode.

Can I group with players on another server?

Yes for instanced content, which is cross-server. The open world and the Abyss are not shared, so PvP and rift play stay bound to your world pairing.

Sources checked for this page