Sunshine Daydream's Guide to ESO

Guide to Templars


PDF available here Style Key & Glossary

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 Orc or Nord could 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 here are without attribute points placed, without equipment, without passive skills acquired or active skills slotted and without champion points spent to make it easier to compare skills regardless of gear/build differences.

Since Mundus buffs can be changed but not removed, either no mundus buff was in place (template character on PTS) or the Lover mundus (which only alters penetration) was used.

Remember that if a skill costs Magicka, it scales with your maximum Magicka (and Spell Damage) while if a skill costs Stamina, it scales with your maximum Stamina (and Weapon Damage). Ultimate abilities and Synergies scale with the combination that provides you with the best offensive stats.




Aedric Spear Skill Line

(DPS)
Required Skill Level Skill Name Benefit Cost
1 Puncturing Strikes
(AoE: 8 x 6 meters)

channel time: 1 second
Strike enemies in front of you 4 times over 1.1 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 308 Physical Damage to the nearest enemy and 124 Physical Damage to other nearby enemies. 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 in addition to slightly increasing the damage to 308 Magic Damage to the nearest enemy and 124 Magic Damage to other nearby enemies. 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 2 seconds. 4050 Magicka
Morph Option 1 Aurora Javelin The spear's base damage increases to 554 Magic Damage. Also, the spear deals more damage at greater distances, up to 40% more damage at 20 meters (2% more damage per meter of distance). 4050 Magicka
Morph Option 2 Blinding Javelin Converts to a Stamina ability with 557 Physical Damage. Also, the Stun now lasts 3.5 4 seconds but no longer Knocks Back.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 8 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 852 Physical Damage initially followed by 414 Physical Damage every 2 seconds for 6 seconds plus an additional 2 seconds for each enemy hit. Also gain Major Protection for 6 seconds plus an additional second for each enemy hit Empower for that entire duration. 75 Ultimate
Morph Option 2 Crescent Sweep Deals 60% more damage to enemies in front of you. 75 Ultimate
14 Spear Wall Gain Minor Protection for 1.5 seconds after 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 534 492 Magic Damage. If an enemy is struck while casting then they are interrupted and Stunned for 3 seconds. 3510 Magicka
Morph Option 1 Explosive Charge
(radius: 5 meters)
Becomes an AoE that inflicts 636 Magic Damage upon all nearby enemies. (continues to Stun casters for 3 seconds) 3510 Magicka
Morph Option 2 Toppling Charge After dealing 509 Magic Damage, Stuns your target for 2.4 3 seconds (regardless of if casting) and then 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 after using an active Aedric Spear ability. Passive
30 Spear Shards
(range: 25 meters, radius: 8 meters)
A shower of divine wrath deals 454 615 Magic Damage to all enemies in the area followed by an additional 133 139 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 2970 Magicka
Morph Option 2 Blazing Spear Increases the damage over time component by nearly 50% to an initial 636 Magic Damage followed by 196 188 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 248 615 Magic Damage as you activate a 6 second Damage Shield for 2623 (30% of Max Health) plus 4% for each enemy hit. 4320 Magicka
Morph Option 1 Radiant Ward Reduces the cost and each enemy hit when you call up the shield increases the Shield's strength 6% 9% instead of 4%. 3980 Magicka
Morph Option 2 Blazing Shield Instead of dealing damage initially, the shield explodes when it expires, dealing 30% 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 you Major Prophecy, Snares the target by 40% for 3 seconds, and deals 495 Flame Damage plus an additional 597 1048 Flame Damage over 5 8 seconds. 2700 Magicka
Morph Option 1 Vampire's Bane The DoT instead deals 1015 1626 Flame Damage over nine 12 seconds. 2700 Magicka
Morph Option 2 Reflective Light
(radius: 4.5 5 meters)
Becomes an AoE that can affect up to 3 enemies with the initial damage slightly increased to 512 Flame Damage and the other effects unchanged. 2700 Magicka
4 Solar Flare
(range: 28 meters)
(cast time: 1.1 1 second) Deals 1417 1035 Magic Damage and grants you Empower for 5 seconds. 3240 2970 Magicka
Morph Option 1 Dark Flare Increases the damage to 1072 Magic Damage and also afflicts the target & nearby enemies with Major Defile for 4 seconds. 3240 2970 Magicka
Morph Option 2 Solar Barrage
(radius: 8 meters)
Removes the cast time and instead deals 361 Magic Damage every 2 seconds for 6 seconds around your location. While active, also gain Empower. 3240 2970 Magicka
8 Enduring Rays Increases duration of Sun Fire, Eclipse, Solar Flare, and Nova by 1 second. Passive
12 Nova
(range: 28 meters;
radius: 8 meters)
Deals 410 Magic Damage each second for 8 seconds to enemies in the target area while also inflicting 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 Increases the damage to 427 Magic Damage each second for 8 seconds. An ally can instead activate the stronger Gravity Crush synergy which deals 1613 Magic Damage to nearby enemies and Stuns them for 5 seconds. 250 Ultimate
Morph Option 2 Solar Disturbance Increases the damage to 430 Magic Damage every second for 8 seconds. The Major Maim also now persists for 4 seconds even if the enemy leaves the targetted area. 250 Ultimate
14 Prism Gain 2 Ultimate after activating a Dawn's Wrath ability. (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 their damage taken for the next 6 seconds, to inflict 20% of the tally as an additonal burst of (up to 4774) Magic Damage. 1984 2000 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 2000 Magicka
Morph Option 2 Power of the Light Converts to a Stamina ability with 411 Physical Damage. Also afflicts with Minor Fracture & Minor Breach for 6 9 seconds. 1686 1700 Stamina
22 Illuminate Grants you & your group Minor Sorcery for 10 seconds after activating a Dawn's Wrath ability. Passive
27 Prism II Gain 3 Ultimate after activating a Dawn's Wrath ability. (cooldown: 6 seconds) Passive
30 Eclipse
(range: 28 meters)
A lightless sphere lasting 4 seconds deals 824 615 Magic Damage each time the target uses a direct damage attack (minimum of 0.75 seconds between damage ticks). 4050 Magicka
Morph Option 1 Total Dark Each reflected attack also heals you for 855 849 Health and instead deals them 636 Magic Damage. 4050 Magicka
Morph Option 2 Unstable Core
(radius: ? meters)
A powerful explosion now follows the lightless sphere and deals 852 739 Magic Damage to the target and to nearby enemies when the effect ends. 4050 Magicka
36 Illuminate II Grants you & your group Minor Sorcery for 20 seconds after activating a Dawn's Wrath ability. Passive
39 Restoring Spirit Reduces Magicka, Stamina, & Ultimate skill costs by 2%. Passive
42 Radiant Destruction
(range: 28 meters)
Deals 894 Magic Damage over a 1.8 second channel time, plus up to 480% more damage to targets below 50% Health. 2950 Magicka
Morph Option 1 Radiant Glory Base damage increases to 924 Magic Damage and you are also healed for 20% of the damage inflicted. 2950 Magicka
Morph Option 2 Radiant Oppression Base damage increases to 924 Magic Damage and also 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 an ally in front of you for 1232 Health. 4590 Magicka
Morph Option 1 Honor the Dead Now heals for 1273 Health and if your target is 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 other injured target for 410 Health (1/3 of the healing done to your target). 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 ally outside the AoE 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 throughout the 4 second channel. Grants you immunity to all disabling effects while unable to move when channeling. 125 Ultimate
Morph Option 1 Remembrance Also grants you Major Protection for 10 seconds. The heal is also increased to 989 Health each second. 125 Ultimate
Morph Option 2 Practiced Incantation The channel instead heals 1021 Health each second through a 6 second channel time (increased 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 is reduced 15% for enemies within your Cleansing Ritual, Rune Focus, or Rite of Passage.
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 20 seconds to all enemies within 12 meters.

While slotted, gain Minor Fortitude, Minor Intellect, and Minor Endurance.
3510 Magicka none
Morph Option 1 Radiant Aura Increases the radius of those affected from 12 to 28 meters. 3510 Magicka none
Morph Option 2 Repentance Instead of applying Minor Magickasteal to enemies, each corpse within 12 meters heals you and your allies for 2970 3000 Health and restores 2970 3000 Stamina to you. none
22 Light Weaver Adds bonus effects to some Restoring Light skills:
  • increases Restoring Aura's duration by 10%
  • healing allies under 60% Health with Healing Ritual grants them 1 Ultimate
  • Rite of Passage also grants you 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 is reduced 30% for enemies within your Cleansing Ritual, Rune Focus, or Rite of Passage.
    Passive
    30 Cleansing Ritual
    (radius: 12 meters)
    Instantly remove up to 2 harmful effects from yourself and heal yourself & nearby allies for 135 Health every 2 seconds for 12 seconds. (scales based off your highest offensive stats rather than only Magicka & Spell Damage)

    Allies can 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 171 168 Magic Damage to enemies in the area and increases the healing to 171 168 Health per tick. (the damage also scales based off your highest offensive stats rather than only Magicka & Spell Damage) 4320 Magicka
    Morph Option 2 Extended Ritual Removes 5 harmful effects from yourself instead of 2 and double the healing's duration 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 allies under 60% Health with Healing Ritual grants them 2 Ultimate
  • Rite of Passage also grants you 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 Creates a rune to grant you Major Resolve and Major Ward for 17 seconds. While standing within the rune, gain an additional 50% to those resistances. 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 Stamina 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


    Want to check out another topic? Click here for more of
    Sunshine Daydream's Guide to ESO

    Sunshine Daydream

    Deadheads rocking Elder Scrolls Online

    dead.net Elder Scrolls Online