Sunshine Daydream Guild


Sunshine Daydream's 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.


All the following damage numbers and costs are without attribute points placed, without equipment, without other skills and without champion points; this was done to compare skills easier without concern for other gear/build differences. It should also be noted that values reflect the ability and/or morph once it is fully trained which sometimes differs from earlier costs, durations, or damage values.


Aedric Spear Skill Line

(DPS)
Required Skill Level Skill Name Benefit Cost
1 Puncturing Strikes
(AoE: 8x5 meters)
Repeatedly strike enemies in front of you with your Aedric spear dealing 117 Magic Damage with each of 4 strikes.

The closest enemy takes 140% additional damage with each strike and the final hit slows them for a 70% reduction to Movement Speed for 2 seconds on the final hit.
2952 Magicka
Morph Option 1 Biting Jabs Converts to a Stamina ability with Physical Damage.

Also grants Major Savagery (boost Weapon Critical rating by 2191) for 8 seconds.
2509 Stamina
Morph Option 2 Puncturing Sweep Also heals you for 35% of the damage done. 2952 Magicka
4 Piercing Javelin
(range: 28 meters)
Hurl your spear to deal 535 Magic Damage, knocking the target back 8 meters, and stunning them 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 stuns for 3.5 seconds instead of 1.8 seconds.
3442 Stamina
8 Piercing Spear While an Aedric Spear ability is slotted, increases the damage bonus for your Critical Strikes by 5% and boosts your damage against blocking targets by 5%. Passive
12 Radial Sweep
(radius: 6 meters)
Swing your Aedric spear to deal 822 Magic Damage to all nearby enemies and an additional 400 Magic Damage every 2 seconds for 6 seconds. 75 Ultimate
Morph Option 1 Empowering Sweep Also reduces the damage dealt to you by 15% for 8 seconds plus an additional 4% for each enemy hit. 75 Ultimate
Morph Option 2 Crescent Sweep Converts to Physical Damage and deals 66% more initial damage to enemies in front of you. 75 Ultimate
14 Spear Wall While an Aedric Spear ability is slotted, increases the amount of melee damage you can block by 7%. Passive
18 Piercing Spear II While an Aedric Spear ability is slotted, increases the damage bonus for your Critical Strikes by 10% and boosts your damage against blocking targets by 10%. Passive
20 Focused Charge
(range: 22 meters)
Charge an enemy to deal 658 Magic Damage and if the enemy was casting, interrupt and stun 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 for 2.4 seconds (regardless of activity) and if the enemy was casting, is also set Off Balance for 5 seconds. 3510 Magicka
22 Burning Light Using Aedric Spear abilities grants a 25% chance to deal an extra 218 Magic Damage or 218 Physical Damage (deals the greater of Magic Damage scaling with Spell Damage or Physical Damage scaling with Weapon Damage). Passive
27 Spear Wall II While an Aedric Spear ability is slotted, increases the amount of melee damage you can block by 15%. Passive
30 Spear Shards
(range: 25 meters, radius: 8 meters)
A shower of divine wrath deals 453 Magic Damage and an additional 79 Magic Damage every 1 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 The Holy Shard Synergy does everything Blessed Shards does and also restores 1980 Stamina or 1980 Magicka to their smaller resource pool. 3240 Magicka
Morph Option 2 Blazing Spear Increases the damage over time by approximately 30% to 119 Magic Damage every 1 second for 8 seconds. 3240 Magicka
36 Burning Light II Using Aedric Spear abilities grants a 25% chance to deal an extra 437 Magic Damage or 437 Physical Damage (deals the greater of Magic Damage scaling with Spell Damage or Physical Damage scaling with Weapon Damage). 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 upon activating a Damage Shield for 30% of Max Health which lasts for 6 seconds. Each enemy hit also increases the Shield's strength by 4%. 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)
Immediately deal 494 Flame Damage plus an additional 597 Flame Damage over 5 seconds while reducing the target's Movement Speed by 40%. Grants Major Prophecy (increasing Spell Critical rating by 2191) when activated. 2700 Magicka
Morph Option 1 Vampire's Bane The DoT instead deals 1125 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)
Grants Empower (boost damage of next attack by 20%) and deals 1416 Magic Damage. (cast time: 1.1 second) 3240 Magicka
Morph Option 1 Dark Flare Also afflicts both the target & nearby enemies with Major Defile (reducing healing received by 30%) for 6 seconds. 3240 Magicka
Morph Option 2 Solar Barrage
(radius: 8 meters)
Now casts instantly but only deals 509 Magic Damage around your location instead of a targeted location. 3240 Magicka
8 Enduring Rays 15% increased duration on Sun Fire, Eclipse, & Nova. Passive
12 Nova
(range: 28 meters)
Deals 412 Magic Damage each second to enemies within the target area and afflicts them with Major Maim (reduces damage done by 30%).

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 Also reduces enemy Movement Speed by 65%. 250 Ultimate
14 Prism Activating a Dawn's Wrath ability generates 2 Ultimate (cooldown: 6 seconds). Passive
18 Enduring Rays II 30% increased duration on Sun Fire, Eclipse, & Nova. Passive
20 Backlash
(range: 28 meters)
Deals 409 Magic Damage and copies all damage taken by enemy for 6 seconds then releasing 20% as an additonal burst of (up to max of 4774) Magic Damage. 1890 Magicka
Morph Option 1 Purifying Light When the effect ends, a pool of sunlight on the enemy heals nearby allies for 338 Health every 2 seconds for 6 seconds. 1890 Magicka
Morph Option 2 Power of Light Converts to a Stamina ability with Physical Damage. Also afflicts enemies with Minor Fracture (reducing Physical Resistance by 1320) and with Minor Breach (reducing Spell Resistance by 1320) for 6 seconds. 1606 Stamina
22 Illuminate Activating a Dawn's Wrath ability grants you and your group Minor Sorcery (increasing Spell Damage by 5%) 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, radius: 5 meters)
Envelop an enemy in a lightless sphere that reflects their harmful projectiles back upon them for 3.5 seconds. The effect ends with an explosion after 3.5 seconds which deals 471 Magic Damage to the target and nearby enemies. 4051 Magicka
Morph Option 1 Total Dark Each reflected spell also heals you for 617 Health. 4051 Magicka
Morph Option 2 Unstable Core No longer reflects spells but a more powerful explosion instead deals 863 Magic Damage. 4051 Magicka
36 Illuminate II Activating a Dawn's Wrath ability grants you and your group Minor Sorcery (increasing Spell Damage by 5%) for 20 seconds. Passive
39 Restoring Spirit 2% cost reduction to Magicka, Stamina, & Ultimate skills. Passive
42 Radiant Destruction
(range: 28 meters)
Deals 1392 Magic Damage over 2.8 seconds and 330% more damage to an enemy below 50% health. 4590 Magicka
Morph Option 1 Radiant Glory Also heals you for 20% of the damage inflicted. 4590 Magicka
Morph Option 2 Radiant Oppression Deals up to an an 20% additional damage in proportion to your current Magicka. 4590 Magicka
50 Restoring Spirit II 4% cost reduction to Magicka, Stamina, & Ultimate skills. 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 1232 Health. 4590 Magicka
Morph Option 1 Honor the Dead If healing anyone below 75% Health, 60% of the ability's cost is restored over 8 seconds. 4590 Magicka
Morph Option 2 Breath of Life Also heals one additional ally for 617 Health. 4590 Magicka
4 Healing Ritual
(radius: 10 meters)
Heal yourself and nearby allies for 1232 Health.
(cast time: 1.5 seconds)
3780 Magicka
Morph Option 1 Ritual of Rebirth Also heals one more distant ally for 614 Health. 3780 Magicka
Morph Option 2 Hasty Prayer Allows you to move at full speed while casting this ability. 3780 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 your allies for 986 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 (reducing damage taken by 30%) 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 your own Cleansing Ritual, Rune Focus, or Rite of Passage AoE and for up to 2 seconds after leaving them, gain Minor Mending (increases healing done by 8%).

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)
Afflicts all nearby enemies with Minor Magickasteal (restoring 300 Magicka every 1 second to yourself or allies who are damaging that enemy) for 15 seconds.

Gain Minor Fortitude (increasing Health recovery 10%), Minor Intellect (increasing Magicka recovery 10%), and Minor Endurance (increasing Stamina recovery 10%) while this ability is slotted.
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 each corpse in the area heals you and your allies for 2970 Health and restores 2970 Stamina to you. none
22 Light Weaver Increases the duration of Restoring Aura by 10%.

Healing Ritual grants 1 Ultimate to allies who were under 60% Health when healed.

Gain 8580 Physical & Spell Resist with Rite of Passage.
Passive
27 Sacred Ground II While within your own Cleansing Ritual, Rune Focus, or Rite of Passage AoE and for up to 4 seconds after leaving them, gain Minor Mending (increases healing done by 8%).

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 138 Health every 2 seconds for 12 seconds.

Allies also activate the Purify Synergy, which removes all harmful effects and heals an additional 667 Health.
3780 Magicka
Morph Option 1 Ritual of Retribution Each tick heals instead for 171 Health and also inflicts nearby enemies with 171 Magic Damage 3780 Magicka
Morph Option 2 Extended Ritual Removes 5 harmful effects from yourself instead of 2 and the healing's duration increases to 24 seconds. 3780 Magicka
36 Light Weaver II Increases the duration of Restoring Aura by 20%.

Healing Ritual grants 2 Ultimate to allies who were under 60% Health when healed.

Gain 16500 Physical & Spell Resist with Rite of Passage.
Passive
39 Master Ritualist Increases resurrection speed by 10%, resurrected allies return with 50% more Health, and gain 50% chance to fill a soul gem after each resurrection. Passive
42 Rune Focus Create a rune which lasts 15 seconds. It defends you while nearby and for up to 8 seconds after leaving it by granting Major Resolve (increasing Physical Resistance by 5280) and Major Ward (increasing Spell Resistance by 5280). 1890 Magicka
Morph Option 1 Channeled Focus Reduces the cost and also restores 120 Magicka every 0.5 second. 1080 Magicka
Morph Option 2 Restoring Focus Also grants Minor Protection (reduce damage taken by 8%) and Minor Vitality (increase healing received by 8%). 1890 Magicka
50 Master Ritualist II Increases resurrection speed by 20%, resurrected allies return with 100% more Health, and gain 50% chance to fill a soul gem after each resurrection. Passive




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