This form allows to Log in to EldeScrollsOnline.info. You have two options: use your e-mail and password or Facebook account.
Templar is a unique class that can deal weapon damage and use the powers of light and burning sun to damage enemies. They can also act as healers, with dedicated restoration spells. It is the “paladin” of Elder Scrolls Online.
There are three lines of class skills that a Templar can master. You can chose a primary path for your character and spend skill points for this line only or you can distribute your skill points between several branches. This will allow you to create your own class. Don't forget that you can mix class skills with other abilities: weapon, armor, racial etc. Here are the skill lines that a Templar can learn:
Aedric Spear is a school of combat magic based on light. This skill tree is a Templar's main source of damage skills.
Swing your Aedric spear around with holy vengeance, dealing [1887 / 1907 / 1928 / 1949] Magic Damage to all nearby enemies and an additional [941 / 952 / 962 / 972] Magic Damage every 2 seconds for 6 seconds. This ability can be upgraded (Morphed) into one of the following abilities:
Take reduced damage for each enemy hit.
Swing your Aedric spear around with holy vengeance, dealing [1949 / 1970 / 1991 / 2013] Magic Damage to all nearby enemies and an additional 976 Magic Damage every 2 seconds for 6 seconds. Also reduces damage dealt to you by 15% for 10 seconds, plus an additional 4% for each enemy hit.
Deals Physical Damage and also deals additional damage to enemies in front of you.
Swing your Aedric spear around with holy vengeance, dealing [1949 / 1970 / 1991 / 2013] Physical Damage to all nearby enemies and an additional 976 Physical Damage every 2 seconds for 6 seconds. Enemies in front of you take 66% more initial damage.
Launch a relentless assault, striking enemies in front of you four times with your Aedric spear. The spear deals [632 / 639 / 646 / 653] Magic Damage to the closest enemy and [264 / 266 / 270 / 272] Magic Damage to all other enemies. The final strike reduces the Movement Speed of the closest enemy by 70% for 2 seconds. This ability can be upgraded (Morphed) into one of the following abilities:
Converts to a Stamina ability, and increases your Weapon Critical Strike rating when used.
Cost: 2509 Stamina.
Launch a relentless assault, striking enemies in front of you four times with your Aedric spear.
The spear deals [654 / 661 / 668 / 676] Physical Damage to the closest enemy and [278 / 280 / 283 / 287] Physical Damage to all other enemies. The final strike reduces the Movement Speed of the closest enemy by 70% for 2 seconds. Activating this ability grants you Major Savagery, increasing your Weapon Critical rating by 2191 for 8 seconds.
You heal for a percentage of the damage done.
Launch a relentless assault, striking enemies in front of you four times with your Aedric spear. The spear deals [653 / 660 / 668 / 675] Magic Damage to the closest enemy and [278 / 280 / 283 / 287] Magic Damage to all other enemies. The final strike reduces the Movement Speed of the closest enemy by 70% for 2 seconds. You heal for 40% of the damage done with this ability.
Hurl your spear at an enemy with godlike strength, dealing [1225 / 1238 / 1252 / 1265] Magic Damage, stunning them for 1.8 seconds, and knocking them back 8 meters. This ability can be upgraded (Morphed) into one of the following abilities:
Deals additional damage based on the distance the spear travels.
Hurl your spear at an enemy with godlike strength, dealing [1268 / 1281 / 1295 / 1309] Magic Damage, stunning them for 1.8 seconds, and knocking them back 8 meters. Deals up to 40% additional damage based on the distance the spear travels.
Converts into a Stamina ability, and stuns the enemy for a longer duration.
Cost: 3442 Stamina.
Hurl your spear at an enemy with godlike strength, dealing [1271 / 1284 / 1298 / 1312] Physical Damage, stunning them for [3.1 / 3.2 / 3.4 / 3.5] seconds, and knocking them back 8 meters.
Charge with your divine lance to impale an enemy, dealing [1225 / 1238 / 1252 / 1265] Magic Damage. If the enemy hit is casting, they are interrupted and stunned for 3 seconds. This ability can be upgraded (Morphed) into one of the following abilities:
Deals damage and interrupts all enemies near the point of impact.
Area: 5 meters.
Charge with your divine lance to impale all enemies in the area, dealing [1268 / 1281 / 1295 / 1309] Magic Damage. Any enemy hit that is casting is interrupted and stunned for 3 seconds.
Always stuns the enemy, regardless if they are casting. Also sets them Off Balance if they are casting. Charge with your divine lance to impale an enemy, dealing [1268 / 1281 / 1295 / 1309] Magic Damage and stunning them for [1.5 / 1.8 / 2.1 / 2.4] seconds. If the enemy hit is casting, they are interrupted and set Off Balance for 5 seconds.
Send your spear into the heavens to bring down a shower of divine wrath, dealing [1039 / 1050 / 1061 / 1072] Magic Damage to enemies in the area and an additional 189 Magic Damage every 1 second for 8 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher. This ability can be upgraded (Morphed) into one of the following abilities:
The synergy grants additional resources. Send your spear into the heavens to bring down a shower of divine wrath, dealing [1073 / 1085 / 1096 / 1108] Magic Damage to enemies in the area and an additional 189 Magic Damage every 1 second for 8 seconds. An ally near the spear can activate the Holy Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher. They also restore an additional 1980 Magicka or Stamina, whichever maximum is lower.
Increases the damage over time. Send your spear into the heavens to bring down a shower of divine wrath, dealing [1073 / 1085 / 1096 / 1108] Magic Damage to enemies in the area and an additional 282 Magic Damage every 1 second for 8 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
Surround yourself with solar rays, granting a damage shield equal to [27 / 28 / 29 / 30]% of your Max Health for 6 seconds. Nearby enemies take [567 / 573 / 579 / 586] Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%. This ability can be upgraded (Morphed) into one of the following abilities:
Has reduced cost, and the shield is strengthened further for each enemy hit. Cost: 3980 Magicka. Surround yourself with solar rays, granting a damage shield equal to 30% of your Max Health for 6 seconds. Nearby enemies take [589 / 595 / 602 / 608] Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 6%.
No longer deals damage to enemies on activation, instead deals damage when shield expires based on the amount it absorbed. Surround yourself with solar rays, granting a damage shield equal to 30% of your Max Health for 6 seconds. Each nearby enemy increases the shield's strength by 4% when the shield is activated. When the shield expires it explodes outward, dealing [33 / 36 / 39 / 42]% of the damage it absorbed to nearby enemies.
Increases critical strike rating of all spear spells and makes your spear abilities more efficient against blocking targets.
Increase block amount vs melee attacks while you have a spear ability slotted.
Gives your character chance to deal extra damage every time he hits target with a spear ability.
Permanemtly increases power of your weapons and increases your resistance to spells
Dawn’s Wrath is a skill tree that inflicts debuffs on targets, while causing damage. All spells from the school work great in massive battles.
Deals massive AoE damage, makes enemies weak decreasing their DPS. An ally may activate the super nova synergy, dealing damage and stunning all enemies in the area. This ability can be upgraded (Morphed) into one of the following abilities:
- Deals Fire damage and an additional Fire damage over 4.5 seconds - Snares the target This ability can be upgraded (Morphed) into one of the following abilities:
- Deals x Magic damage to target
- Next attack against target and nearby enemies gain weapon power and spell power
- This bonus does not apply to Solar Flare, Dark Flare, or Solar Barrage
This ability can be upgraded (Morphed) into one of the following abilities:
Stores up damage, when effect ends nearby enemies take an additional damage. This ability can be upgraded (Morphed) into one of the following abilities:
Target reflects negative single target spells. Subsequent casts cost additional magicka This ability can be upgraded (Morphed) into one of the following abilities:
Enemies miss all attacks and have chance to be set off balance on miss. This ability can be upgraded (Morphed) into one of the following abilities:
Increase duration of Templar's Sun abilities
Gain additional Ultimate Points when activating a Sun ability
You receive less damage from enemies affected by your Sun abilities
Gain some Magicka energy when activating an ability
Restoring Light is the Templar skill tree that consists of healing and protective spells. If you want to play as a healer or paladin this path is for you.
Dramatically decreases incoming damage for all nearby allies. Does not protect caster, but heals him. The spell immobilizes Templar while channeling. This ability can be upgraded (Morphed) into one of the following abilities:
- Heal nearby wounded ally for 313 This ability can be upgraded (Morphed) into one of the following abilities:
- Heals nearby allies
- Heal self for an additional 30% This ability can be upgraded (Morphed) into one of the following abilities:
When slotted:
- Increases stamina and health regeneration by x%
When activated:
- Increases the health and stamina regeneration of nearby allies by an additional 60% for x seconds This ability can be upgraded (Morphed) into one of the following abilities:
- Instantly removes a negative effect from self
- Over x seconds, heals allies in area every 2 seconds
- Allies may activate Purify, removing all negative effects This ability can be upgraded (Morphed) into one of the following abilities:
Create area of self protection for 12 seconds:
- Increases armor and spell resistance by 20 This ability can be upgraded (Morphed) into one of the following abilities:
Increases critical strike chance of Restoring Light abilities on any ally with low health.
Increase healing of your Restoring Light spells applied to allies standing in your areas of protection (Rite of Passage, Cleansing Ritual, Rune Focus)
Your restoring light abilities gain the following effects:
- restoring aura – duration increased
- healing ritual – cost reduced
- rite of passage – take less damage while channeling
- increase resurrection speed
- resurrect players with more health
- chance to gain a soul gem upon successful resurrect
- Heal nearby wounded ally for 313
- When healing a low health target restore 15% of spell cost every 2 seconds for 8 seconds.
This ability can be upgraded (Morphed) into one of the following abilities:
- Heals nearby wounded ally for 36.
- Heals 2 additional wounded allys for 16.
New Effect:
Heals up to 3 targets. This ability can be upgraded (Morphed) into one of the following abilities:
Templar is a very interesting class because of his ability to heal. With a uniqueness in the variety of healing abilities and auras. There is no other class in Elder Scrolls Online who can restore allies’ health as fast as a Templar does it. The Templars healing spells also allow players to create different builds, with elements of restoration magic. This gives players the option of creating a mix of a healer and damage dealer. You can also play as a true healer with light armour and focus on supporting your friends in battle.
Though restoration magic is important for the class, Templars can also perform well in any role making it ideal for hybrid players. The class has all required to be the best healer, tank or damage dealer. Everything depends on your armor, weapons and skills you take.
All you need to play as a damage dealer is to place damaging spells on your hotbar and put on appropriate gear. So don't feel that it is simply a healer archetype as it also has great attacking spells. Nothing stops you from being a true DD, never using restoration magic.
If you wish to be in the center of the fight taking a lot of damage – choose protective spells. Templar is a good class for tank role because of its protective and healing spells. Combination of Heavy armour with healing and protective abilities allows the class to be a very good solo/ hybrid tank.
You need to login to add comments.
Comments ()