Sunshine Daydream Guild

Guide to Templars


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These traveling knights call upon the powers of light and the burning sun to deal massive damage to their enemies while restoring health, magicka, and stamina to their allies. (description within character creation)

The Templar class's skill trees are Aedric Spear (DPS), Dawn's Wrath (crowd control), and Restoring Light (healing and/or tanking). For Stamplars the weapon trees are at least as important as Templar class trees since very few morphs here are stamina-based.

Magicka-based

The cultural bonuses of Argonians make them attractive choices for Healers. Bretons or Altmer could also thrive as healers. Restoring Light skills will help protect and heal your party; to be even more supportive, consider weaving in some of Dawn's Wrath's debuff or crowd control features as well. A Templar who is tightly focused on healing will likely be found in Light Armor; these builds might toss on a heavy cuirass to level that skill line for PvP -- or more heavy pieces when playing solo if they run like a tank at such times.

Templars can also choose the role of DPS, where the Magicka Damage of Aedric Spear and Dawn's Wrath class skills could shine under a magicka-oriented race such as Altmer, Breton, Argonian, or Dunmer. DPS Templars whose resources stem from Magicka will likely be found in mostly Light Armor.

A Magicka Tank might wield a destruction staff or use a sword and shield depending on the balance of defense vs recovery. A Khajiit's health recovery might come in handy if playing an Aldmeri tank and would tip the scales a bit further toward sword and shield despite being a Magicka build, or one might use an Altmer instead for its buffs to Magicka builds. Bretons, Argonians or Nords would all be strong potential choices for such a build's race. A tank or healer/tank blend should most often be found in Heavy Armor, although such a build while leveling might wear a light belt and medium gloves to level those skill lines as well. If making a Templar into a Tank, they will at least gain have some self-healing abilities from Templar skills, if not also some debuffs and crowd control measures.

Stamina-based

Templars are sparse on Stamina-based morphs. The few available are:

Realistically a Stamina-based Templar would not be suited to a Healer's role within these limits.

A DPS build would rely heavily on weapon skills for most damage while possibly using Aedric Spear's Biting Jabs as a cheap & handy AoE. Aedric Spear's passive skills, namely Piercing Spear and Balanced Warrior, would also be wise considerations. In the end however, most of the skills for the role would need to come from weapon-based abilities. A Stamina-oriented DPS build would likely wear Medium Armor and favor being designed from the Redguard, the Bosmer, the Khajiit, or perhaps the Dunmer.

Templar Tanks would benefit most from an Imperial's skills although Bosmer, Orc, Redguard, or Nord could all make strong options as well. Consider mixing the skill line trees but focus most attention on Dawn's Wrath which helps crowd control enemies. A tank or healer/tank blend should be found in Heavy armor (often using a sword and shield as well); although such a build while leveling might wear a light belt and medium gloves to level those skill lines as well. If making a Templar into a Tank, they will at least gain have some self-healing abilities from Templar skills, if not also some debuffs.


It should be noted that values shown below reflect the ability and/or morph once it is fully trained which sometimes differs from earlier costs, durations, or damage values. All costs and damage values shown below are without attribute points placed, without equipment, without passive skills and without champion points so it's easier to compare skills without concern for gear/build differences.

Remember that if a skill costs Magicka, it scales with your maximum Magicka while if a skill costs Stamina, it scales with your maximum Stamina. Synergies and Ultimate abilities scale based on your Magicka or Stamina, whichever is greater.




Aedric Spear Skill Line

(DPS)
Required Skill Level Skill Name Benefit Cost
1 Puncturing Strikes
(AoE: 8 x 6 meters)
Strike enemies in front of you 4 times over 1.1 seconds with your Aedric spear. The spear deals 298 Magic Damage to the closest enemy and 114 Magic Damage to other enemies.

The closest enemy suffers a 70% reduction to Movement Speed for 2 seconds after the final strike.
2952 Magicka
Morph Option 1 Biting Jabs Converts to a Stamina ability with Physical Damage. Also grants Major Savagery for 8 seconds. 2509 Stamina
Morph Option 2 Puncturing Sweep Also heals you for 40% of the damage done with this skill. 2952 Magicka
4 Piercing Javelin
(range: 28 meters)
Your hurled spear to deals 534 Magic Damage, Knocks Back 8 meters, and Stuns for 1.8 seconds. 4050 Magicka
Morph Option 1 Aurora Javelin Deals up to 40% more damage based on the distance the spear travels. 4050 Magicka
Morph Option 2 Blinding Javelin Converts to a Stamina ability with Physical Damage. Also, the Stun lasts 3.5 seconds instead of 1.8 seconds. 3442 Stamina
8 Piercing Spear While an Aedric Spear ability is slotted, Critical Damage (no longer affects Healing) increases by 5% and boosts your damage against blocking targets by 5%. Passive
12 Radial Sweep
(radius: 6 meters)
Your Aedric spear initially deals 824 Magic Damage to nearby enemies then deals another 410 Magic Damage every 2 seconds for 6 seconds. 75 Ultimate
Morph Option 1 Empowering Sweep Converts to Physical Damage. Also gain Major Protection for 6 seconds plus an additional second for each enemy hit. 75 Ultimate
Morph Option 2 Crescent Sweep Deals 66% more initial damage to enemies in front of you. 75 Ultimate
14 Spear Wall Gain Minor Protection for 1.5 seconds upon using an active Aedric Spear ability. Passive
18 Piercing Spear II While an Aedric Spear ability is slotted, Critical Damage (no longer affects Healing) increases by 10% and boosts your damage against blocking targets by 10%. Passive
20 Focused Charge
(range: 3.5 - 22 meters)
Charge an enemy to deal 534 Magic Damage. If the enemy was casting then it interrupts and Stuns them for 3 seconds. 3510 Magicka
Morph Option 1 Explosive Charge
(radius: 5 meters)
Becomes an AoE that damages all enemies as well as interrupting and stunning all casters near its detonation. 3510 Magicka
Morph Option 2 Toppling Charge Stuns all targets for 2.4 seconds and also interrupts casting enemies then sets them Off Balance for 5 seconds. 3510 Magicka
22 Burning Light Whenever you deal damage with an Aedric Spear ability you have a 25% chance to deal an extra 238 Magic Damage or Physical Damage (deals the greater of Magic Damage scaling with Magicka or Physical Damage scaling with Stamina). (cooldown: 0.5 seconds) Passive
27 Spear Wall II Gain Minor Protection for 3 seconds upon using an active Aedric Spear ability. Passive
30 Spear Shards
(range: 25 meters, radius: 8 meters)
A shower of divine wrath deals 454 Magic Damage and an additional 133 Magic Damage every second for 8 seconds.

Blessed Shards Synergy allows an ally to restore their larger resource pool with either 3960 Magicka or 3960 Stamina. (shares a cooldown timer with the Necrotic Orb Synergy)
3240 Magicka
Morph Option 1 Luminous Shards A more comprehensive Holy Shard Synergy also restores 1980 Stamina or 1980 Magicka to the smaller resource. 3240 Magicka
Morph Option 2 Blazing Spear Increases the damage over time component by nearly 50% to 196 Magic Damage every 1 second for 8 seconds. 3240 Magicka
36 Burning Light II Whenever you deal damage with an Aedric Spear ability you have a 25% chance to deal an extra 477 Magic Damage or Physical Damage (deals the greater of Magic Damage scaling with Magicka or Physical Damage scaling with Stamina). (cooldown: 0.5 seconds) Passive
39 Balanced Warrior Increases Weapon Damage by 3% and Spell Resist by 1320. Passive
42 Sun Shield
(radius: 5 meters)
Damage nearby enemies with 248 Magic Damage as you activate a Damage Shield for 30% of Max Health plus 4% for each enemy hit lasting for up to 6 seconds. 4320 Magicka
Morph Option 1 Radiant Ward Reduces the cost and each enemy hit with the shield's activation increases the Shield's strength 6% instead of 4%. 3980 Magicka
Morph Option 2 Blazing Shield Instead of dealing damage initially, the shield explodes when it expires, dealing 42% of the damage it absorbed. 4320 Magicka
50 Balanced Warrior II Increases Weapon Damage by 6% and Spell Resist by 2640. Passive



Dawn's Wrath Skill Line

(crowd control)
Required Skill Level Skill Name Benefit Cost
1 Sun Fire
(range: 28 meters)
Grants Major Prophecy and deals 492 Flame Damage plus an additional 597 Flame Damage over 5 seconds. Also reduces target's Movement Speed by 40% for 3 seconds. 2700 Magicka
Morph Option 1 Vampire's Bane The DoT instead deals 1015 Flame Damage over 9 seconds. 2700 Magicka
Morph Option 2 Reflective Light
(radius: 4.5 meters)
Becomes an AoE that can affect up to 3 enemies. 2700 Magicka
4 Solar Flare
(range: 28 meters)
(cast time: 1.1 second) Grants Major Empower and deals 1417 Magic Damage. 3240 Magicka
Morph Option 1 Dark Flare Also afflicts the target & nearby enemies with Major Defile for 4 seconds. 3240 Magicka
Morph Option 2 Solar Barrage
(radius: 8 meters)
Removes the cast time and instead deals 328 Magic Damage every 2 seconds for 6 seconds around your location. Each blast grants Major Empower. 3240 Magicka
8 Enduring Rays Increases duration of Sun Fire, Eclipse, Solar Flare, and Nova by 1 second. Passive
12 Nova
(range: 28 meters)
Deals 410 Magic Damage each second for 8 seconds while afflicting enemies within the target area with Major Maim.

Supernova synergy allows an ally to deal 922 Magic Damage to nearby enemies and Stun them for 2.5 seconds.
250 Ultimate
Morph Option 1 Solar Prison An ally can instead activate Gravity Crush synergy which deals 1613 Magic Damage to nearby enemies and Stuns them for 5 seconds. 250 Ultimate
Morph Option 2 Solar Disturbance The Major Maim persists for 4 seconds after the enemy leaves the targetted area. 250 Ultimate
14 Prism Activating a Dawn's Wrath ability generates 2 Ultimate. (cooldown: 6 seconds) Passive
18 Enduring Rays II Increases duration of Sun Fire, Eclipse, Solar Flare, and Nova by 2 seconds. Passive
20 Backlash
(range: 28 meters)
Deals 410 Magic Damage then tallies all damage they take for the next 6 seconds, releasing 20% of the tally as an additonal burst of (up to 4774) Magic Damage. 1984 Magicka
Morph Option 1 Purifying Light After that burst, a pool of sunlight heals you and allies near the enemy for 337 Health every 2 seconds for 6 seconds. 1984 Magicka
Morph Option 2 Power of Light Converts to a Stamina ability with Physical Damage. Also afflicts with Minor Fracture & Minor Breach for 6 seconds. 1686 Stamina
22 Illuminate Activating a Dawn's Wrath ability grants you and your group Minor Sorcery for 10 seconds. Passive
27 Prism II Activating a Dawn's Wrath ability generates 3 Ultimate. (cooldown: 6 seconds) Passive
30 Eclipse
(range: 28 meters)
For 4 seconds a lightless sphere deals 824 Magic Damage each time the target uses a direct damage attack. 4051 Magicka
Morph Option 1 Total Dark Each reflected attack also heals you for 855 Health. 4051 Magicka
Morph Option 2 Unstable Core A powerful explosion also deals 852 Magic Damage to the target and nearby enemies when the effect ends. 4051 Magicka
36 Illuminate II Activating a Dawn's Wrath ability grants you and your group Minor Sorcery for 20 seconds. Passive
39 Restoring Spirit Reduces Magicka, Stamina, & Ultimate skill costs by 2%. Passive
42 Radiant Destruction
(range: 28 meters)
Deals 894 Magic Damage over 1.8 seconds and up to 480% more damage to an enemy below 50% health. 2950 Magicka
Morph Option 1 Radiant Glory Also heals you for 20% of the damage inflicted. 2950 Magicka
Morph Option 2 Radiant Oppression Deals up to an an 20% additional damage in proportion to your current Magicka. 2950 Magicka
50 Restoring Spirit II Reduces Magicka, Stamina, & Ultimate skill costs by 4%. Passive



Restoring Light Skill Line

(healing and/or tanking)
Required Skill Level Skill Name Benefit Cost
1 Rushed Ceremony
(range: 28 meters)
Heal yourself or a wounded ally in front of you for 1235 Health. 4590 Magicka
Morph Option 1 Honor the Dead If healing anyone below 75% Health, 60% of the ability's cost is restored over 6 seconds. 4590 Magicka
Morph Option 2 Breath of Life Also heals one additional ally for 410 Health. 4590 Magicka
4 Healing Ritual
(radius: 10 meters)
Heal yourself and allies within 10 meters for 1235 Health. 7290 Magicka
Morph Option 1 Ritual of Rebirth Also heals one more distant ally for 634 Health. 7290 Magicka
Morph Option 2 Hasty Prayer Also grants Minor Expedition for 5 seconds. 7290 Magicka
8 Mending Increases healing effects from Restoring Light abilities by up to 6% (proportional to severity of the target's wounds). Passive
12 Rite of Passage
(radius: 20 meters)
Heals yourself and nearby allies for 985 Health each second for 4 seconds. You cannot move while channeling this ability, but gain immunity to all disabling effects. 125 Ultimate
Morph Option 1 Remembrance Also grants you Major Protection for 10 seconds. 125 Ultimate
Morph Option 2 Practiced Incantation Increases the duration to 6 seconds from 4 seconds. 125 Ultimate
14 Sacred Ground While within the AoE from your own Cleansing Ritual, Rune Focus, or Rite of Passage, and for up to 2 seconds after leaving it, gain Minor Mending.

Movement Speed of enemies within your Cleansing Ritual, Rune Focus, or Rite of Passage effects is reduced by 15%.
Passive
18 Mending II Increases healing effects from Restoring Light abilities by up to 12% (proportional to severity of the target's wounds). Passive
20 Restoring Aura
(radius: 12 meters)
Applies Minor Magickasteal for 15 seconds to all enemies within 12 meters.

While this ability is slotted gain Minor Fortitude, Minor Intellect, and Minor Endurance.
3510 Magicka
Morph Option 1 Radiant Aura Increases the radius of those affected from 12 to 28 meters. 3510 Magicka
Morph Option 2 Repentance Instead of applying Magickasteal, each corpse within 12 meters heals you and your allies for 2970 Health and restores 2970 Stamina to you. none
22 Light Weaver Adds bonus effects to some Restoring Light skills:
- increases Restoring Aura's duration by 10%.
- Healing Ritual grants 1 Ultimate to allies if they were under 60% Health when healed.
- during Rite of Passage gain 8580 Physical & Spell Resist
Passive
27 Sacred Ground II While within the AoE from your own Cleansing Ritual, Rune Focus, or Rite of Passage, and for up to 4 seconds after leaving it, gain Minor Mending.

Movement Speed of enemies within your Cleansing Ritual, Rune Focus, or Rite of Passage effects is reduced by 30%.
Passive
30 Cleansing Ritual
(radius: 12 meters)
Immediately remove up to 2 harmful effects from yourself and heal yourself and nearby allies for 135 Health every 2 seconds for 12 seconds.

Allies also activate the Purify synergy, which removes all harmful effects and heals an additional 667 Health.
4320 Magicka
Morph Option 1 Ritual of Retribution Each tick also deals 171 Magic Damage to enemies in the area and increases the healing to 171 Health per tick. 4320 Magicka
Morph Option 2 Extended Ritual Removes 5 harmful effects from yourself instead of 2 and the healing's duration increases to 24 seconds. 4320 Magicka
36 Light Weaver II Adds bonus effects to some Restoring Light skills:
- increases Restoring Aura's duration by 20%.
- Healing Ritual grants 2 Ultimate to allies if they were under 60% Health when healed.
- during Rite of Passage gain 16500 Physical & Spell Resist
Passive
39 Master Ritualist Increases resurrection speed by 10%, resurrected allies return with 50% more Health, and each successful resurrection has a 50% chance to fill a soul gem. Passive
42 Rune Focus Create a rune which grants Major Resolve and Major Ward for 17 seconds. While standing within the area of effect, increase the resistances granted by 50%. 1080 Magicka
Morph Option 1 Channeled Focus Also restores 240 Magicka each second. The duration also increases to 20 seconds. 1080 Magicka
Morph Option 2 Restoring Focus Converts to a Stmina ability that also restores 240 Stamina each second. The duration also increases to 20 seconds. 920 Stamina
50 Master Ritualist II Increases resurrection speed by 20%, resurrected allies return with 100% more Health, and each successful resurrection has a 50% chance to fill a soul gem. Passive


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