Gaming Guide

Aion 2 Templar Infinite Dash Build: Chain-Kill Trash Mobs for Pet Insight

How the Doom Shield Level 15 cooldown reset lets a Templar rush endlessly between dying mobs while leveling pet insight.

How the Doom Shield Level 15 cooldown reset lets a Templar rush endlessly between dying mobs while leveling pet insight.

Image: NC

The Templar in Aion 2 can turn trash-mob farming into a near-continuous rush by chaining its gap-closer from one enemy to the next. The loop depends on a single specialisation on the Stigma skill Doom Shield, which refunds the skill’s cooldown the instant a mob dies. Line up a dense pack of low-health enemies and the Templar never has to wait between dashes.

Quick answer: Raise Doom Shield to skill level 15 to unlock “Resets cooldown on defeating an enemy.” Each kill with Doom Shield instantly refreshes its cooldown, so you can dash 20m to the next mob immediately and repeat.


How the Doom Shield reset loop works

Doom Shield charges an enemy no more than 20 meters away, dealing physical damage to it and up to 4 nearby foes. It can knock them down, and NPCs are always knocked down. The skill’s base cooldown is 30 seconds, so its level 15 specialisation is important for reducing the long wait between casts.

Doom Shield
Doom Shield. Image: NC

Once Doom Shield reaches skill level 15, defeating an enemy with it resets its cooldown to zero. Against trash mobs that die in a single hit, every cast kills the target and immediately hands the skill back to you. The result is a dash-attack-dash rhythm with no downtime, carrying you across a camp of weak enemies as fast as you can retarget.

Stigma Skill: Doom Shield00:13Stigma Skill: Doom Shield
The Stigma tab with Doom Shield at Level 15, where the "resets cooldown on defeating an enemy" line unlocks the chain-dash loop. Shown at 00:13 in StingKnight’s video. Image: NC

Doom Shield also carries earlier specialisations that stack with the loop. At skill level 5 it resets the cooldown of Annihilate on hit, at level 10 it grants +200 Block for 5 seconds on hit, and at level 20 it adds +25% knockdown chance. For farming, the level 15 reset is the one doing the work.

The kill-reset behavior applies to PvE trash mobs. Do not expect it to carry over into PvP.


Poach for airborne and single-pull targets

Poach is a regular Templar skill that pulls a target from up to 20 meters in front of you and roots it, landing the root every time on NPC targets. It shares the same kill-reset design: at skill level 12 it gains “Resets cooldown on defeating an enemy.” That makes it the tool for flying or spread-out mobs that Doom Shield cannot cleanly rush into, since you can yank one down, finish it, and have Poach back instantly.

Poach’s base cooldown is 15 seconds. Earlier specialisations add a -20% Status Effect Resist debuff for 5 seconds on hit at level 8, and a Max HP protective shield at level 12. Around skill level 6 to 8 it already works for the farming loop, with the reset coming online once you reach level 12.


Verified skill figures for the farming loop

These are the shipped values for the skills this build leans on. Damage scales with the listed percentage of your Attack, so your gear decides the real hit, but the base numbers and cooldowns are fixed.

SkillCooldownBase damage (Lv1 → max)Range
Doom Shield30s1,254 → 3,974 (+219% Attack)20m
Poach15s49 → 1,845 (+87.5% Attack)20m
Empyrean Lord’s Punishment60s939 → 2,976 (+164% Attack)20m
Noble Armor120sNo damage (buff)Self

Doom Shield and Empyrean Lord’s Punishment both cap at skill level 25 and require character level 22, with Poach running to skill level 40 and usable from level 1. Both stigma attacks deal physical damage; Poach deals magic damage.


Support stigmas that keep the loop going

Three stigmas round out the setup, adding survivability and a burst option for packs that need more than one dash to clear.

  • Noble Armor — increases Max HP by 5.4% for 120 seconds and instantly restores 5.4% of Max HP, and it cannot be removed by dispels. Its higher levels boost defense and amplify Insulting Roar and Fury.
  • Empyrean Lord’s Punishment — At a distance of 20m, it hits as many as 4 enemies, inflicting heavy Stagger Gauge damage and stunning NPC targets without fail. At level 15, its specialisation grants a +10% PvE Damage Boost for 10 seconds when the attack lands.
  • Executing Blade — a short-range AoE hit that also raises your Physical Defense and deals extra damage to enemies already carrying a status effect, with a cooldown reduction on its specialisation.

Empyrean Lord’s Punishment costs 200 MP per cast and sits on a 60-second cooldown, so treat it as a periodic AoE opener on a fresh pack rather than part of the dash chain itself.


Where to run it: Red Cap Fungon in Eastern Cantas Valley

Eastern Cantas Valley is a clean fit for the loop because of its tightly packed Red Cap Fungon mobs. They fall to a single Doom Shield cast, which keeps the reset firing and lets you sweep from one to the next without stopping. The dense spacing means your 20m rush almost always has a new target waiting.

The farming payoff is pet insight. Clearing Fungon mobs feeds Pet Genius Insight, raising a Fungon pet’s Natura Genius Insight in chunks, and sustained clearing in the zone also unlocks the Conqueror of the Forest II achievement along the way.


Confirming the loop is active

You know the reset is working when Doom Shield comes off cooldown the moment a mob dies rather than ticking down from 30 seconds. On the skill icon, the cooldown sweep should clear instantly on each kill, letting you cast again straight away. If Doom Shield stays on cooldown after a kill, it has not yet reached skill level 15, so the reset specialisation is not unlocked.

For pet progress, watch for the “Pet Genius Insight Level Up” notification tied to the Fungon pet, which confirms the kills are counting toward Natura Genius Insight as you farm.