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A Quick Guide to Templar Skills and Morphs

Ard Bantiarna de na Fhiaigh Bán
JaeOnasi
Ard Bantiarna de na Fhiaigh Bán
  • GW2: Jae Onasi.1408
  • ESO: @JaeOnasi
Posted On: 08/04/2014 at 09:31 PM
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I created this quick skill guide to help Templar players (including me!) figure out which morphing Templar skills to choose. When looking at end game skill builders, I'd see the name of the morphed skill, but not know what skill it had morphed from. There were also great sites like ESOHead (where I got most of the skill info) that show me all the skills, but not necessarily in order. This was very frustrating to me. So, I wrote up the guide with each Templar skill with the two skills it morphs into right below it.

Note that if the guide says "Skill Blah blah blah does X damage", the X amount will change as you improve that skill, and therefore the number will vary based on your skill levels. I included changes made by today's 1.3 patch (4 Aug 2014). Passive skills are also included for convenience, even though they don't morph.

Templar Skills and their Morphs

Aedric Spear line (Offensive Skill Line)

Active Skills:

  1. Puncturing Strikes: Four consecutive attacks for X Magic Damage to enemies in front of you. Closest target takes 100% additional damage and is knocked back on the last hit. Cast time: Channel 1.1s, Target: 8m area Cost: 46 Magicka
    1. Biting Jabs--Four consecutive attacks for 220 Magic Damage to enemies in front of you. Closest target takes 100% additional damage and is knocked back on the last hit. Increases Critical Hit chance up to 70% vs. enemies with low Health.
      New Effect: Critical hit chance increased vs low health enemies Cast: Instant, Target: Area (8m), Duration 1.1s, Cost: 46 Magicka
    2. Puncturing Sweeps--Four consecutive attacks for 5 Magic Damage to enemies in front of you. Closest target takes 110% additional damage and is knocked back on the last hit. Heals you for of damage done.New Effect: Heals you based on damage done. Cast: Instant, Target: Area (8m), Duration 1.1s, Cost: 46 Magicka

  2. Piercing Javelin:Hurls a spear causing X Magic Damage and knocking back target 5 meters. Cast: Instant, Target: Enemy, range 20m, Cost: 53 Magicka
    1. Aurora Javelin-- Hurls a spear causing 16 Magic Damage and knocking back target 5 meters. Deals additional damage, up to 30%, when the player is a greater distance from the target.
      New Effect: Damage increased based on distance from target.
    2. Binding Javelin-- Hurls a spear causing 13 Magic Damage and knocking back target 5 meters for 3 seconds.
      New Effect: Increased knockdown duration. 
  3. Focused Charge:Charge to target, interrupting casts and stuns them for 3 seconds. Deals X Magic Damage. Cast: instant, Target: Enemy, Range 3.5-22m Cost: 46 Magicka
    1. Explosive Charge: Charge to target, interrupting casts and stuns them for 3 seconds. Deals 20 Magic Damage to all nearby enemies. New Effect:Deals damage to all enemies at the point of impact. Cast: instant
    2. Toppling Charge: Charge to target and stun for 1.5 seconds. Casting targets are set off balance for 5 seconds. Deals 20 Magic Damage.New Effect:Enemy will be stunned on impact. Cast: instant
  4. Spear Shards: Deals X Magic Damage to enemies within target area. Disorients 1 target for 6 seconds. Ally may pick up spear, granting them 25% Stamina and an additional X Stamina over 10 seconds. Cast: instant Target: Ground area (6m), Range 25m, duration 6s, Cost: 42 Magicka
    1. Blazing Spear: Deals 14 Magic Damage to enemies within target area. Stuns 1 target for 2 seconds. Ally may pick up spear, granting them 25% Stamina and an additional 0 Stamina over 10 seconds. Enemies near the spear take 0 Magic Damage every 1 second.
      New Effect: Spear ignites ground on impact. Stuns instead of disorienting enemy. Cast: instant
    2. Luminous Shards: Deals 14 Magic Damage to enemies within target area. Disorients 1 target for 6 seconds. Ally may pick up spear, granting them 25% Stamina and an additional 0 Stamina and Magicka over 10 seconds.New Effect:Restores more stamina and magicka over time. Cast: Instant
  5. Sun Shield:Creates damage shield for 27% Max Health, that lasts 6 seconds. Deals X Magic Damage to nearby enemies on activation. Each successful hit increases shield strength by 4%. Cast: instant Target: Area (5m) Duration: 6s, Cost: 42 Magicka
    1. Blazing Shield: Creates damage shield for 30% Max Health that lasts 6 seconds. Each nearby target increases shield strength by 4%. Returns 50% of damage taken to nearby enemies when effect ends. New Effect: Deals damage when shield ends based on damage absorbed. Cast: Instant
    2. Radiant Ward: Creates damage shield for 30% Max Health that lasts 6 seconds. Deals 9 Magic Damage to nearby enemies radius on activation. Each successful hit increases shield strength by 4%. New Effect: Deals additional damage on activation. Cast: Instant
  6. Ultimate: :Deals X Magic Damage to all nearby enemies. Cast: Instant. Target: Area (5m), Cost: 75 Ultimate
    1. Crescent Sweep: Deals 25 Magic Damage to all nearby enemies. Enemies in your frontal arc take an additional 33%. New Effect: Deals additional damage to enemies in front of you. Cast: Instant, Target: Area (5m), Cost: 75 Ultimate
    2. Empowering Sweep: Deals 25 Magic Damage to all nearby enemies. Take 15% less damage for 8 seconds. Take an additional 4% less damage for each enemy hit. New Effect: Take reduced damage for each enemy hit. Cast: Instant, Target: Area (5m), Cost: 75 Ultimate

 

Passive abilities

  1. Piercing Spear: While using an Aedric Spear ability, increases Critical Strike chance by 5%, and increases damage vs. Blocking targets by 5%.
  2. Spear Wall: With an Aedric Spear ability slotted, increases block amount vs. melee attacks by 7%
  3. Burning Light: When using an Aedric Spear ability, 25% chance on hit to deal X Magic damage.
  4. Balanced Warrior: Increases weapon damage by 2% and Spell Resistance by X.

 

Dawn’s Wrath (Offensive Skill Line)

Active Abilities

  1. Sun Fire: Deals X Flame Damage and an additional Y Flame Damage over 4.5 seconds. Snares 40% for 4.5 seconds. Cast: instant, Target: enemy, Range: 28m Cost: 35 Magicka
    1. Reflective Light: Deals 16 Fire Damage and an additional 36 Fire Damage over 5 seconds to target. Snares target 40% for 5 seconds. Also snares 2 nearby enemies for 2.5 seconds dealing 16 Fire Damage and an additional 36 Fire Damage over 5.25 seconds. New effect: Affects multiple targets. Cast: Instant, Target: ground Range: 28m, Radius: 4.5m, Cost: 35 Magicka
    2. Vampire’s Bane: Deals 16 Fire Damage and an additional 48 Fire Damage over 7 seconds to target. Snares target 40% for 7 seconds. New Effect: Deals increased damage over time. Cast: Instant Target: Enemy Range: 28m Cost: 35 Magicka
  2. Solar Flare: Deals X Magic Damage to target. Next attack gains Y Weapon Power and Y Spell Power against target and nearby enemies. Bonus does not apply to Solar Flare, Dark Flare or Solar Barrage attacks. Cast time: 1.5s, Target: Enemy, Range 28m Cost: 42 Magicka
    1. Dark Flare: Deals 32 Magic Damage to target. Next attack gains 50 Weapon Power and 50 Spell Power against target and nearby enemies. Affected enemies receive -40% healing reduction for 6 seconds. Bonus does not apply to Solar Flare, Dark Flare or Solar Barrage attacks. New Effect:Affected enemies receive less healing. Cast time 1.3s, Target: Enemy, Range: 28m, Cost: 42 Magicka
    2. Solar Barrage: Deals 13 Magic Damage to nearby enemies. Next attack against affected enemies gains 50 Weapon Damage and 50 Spell Damage. This bonus does not apply to Solar Flare, Dark Flare, or Solar Barrage New Effect: No longer has cast time and deals damage to enemies near you. Cast: Instant, Target: Area, Radius: 8m, Cost: 42 Magicka
  3. Backlash: Target enemy stores up damage taken for 6 seconds. When effect ends they receive an additional 33% of damage inflicted. Cast time: 1.5s. Target: Enemy, Range: 28m, Duration: 6s, Cost: 25 Magicka
    1. Power of the Light: Target enemy stores up damage taken for 6 seconds. When effect ends they receive an additional 36% of damage inflicted. First five successful hits increase power by 2% per hit for 7 seconds. Maximum damage: 75. New Effect: Gain weapon power when attacking target enemy. Cast time: 1.5s, Target: Enemy, Range 28m, Duration 6s, Cost: 25 Magicka
    2. Purifying Light: Target enemy stores up damage taken for 6 seconds. When effect ends they receive an additional 36% of damage inflicted and a pool of healing light appears for 6 seconds, healing allies for 7 every 2 seconds. Maximum damage: 75. New Effect:Heals allies in the area. Cast time: 1.5s, Target: Enemy, Range, 28m, Duration: 6s, Cost 25 Magicka
  4. Eclipse: Target reflects negative single target spells back at themselves for 4s. Cast time: instant, Target: enemy, Range: 28m, Duration: 4s, Cost: 60 Magicka
    1. Total Dark: Target reflects negative single target Spells back at themselves for 5 seconds. When effect ends, target's Spell Damage is reduced by -15 for 4.5 seconds. New Effect: Enemy deals less damage when effect ends. Cast time: instant, Target: Enemy, Range: 28m, Duration: 5s, Cost: 60 Magicka
    2. Unstable Core: Target reflects negative single target Spells back at themselves for 5 seconds. Deals 11 Magic Damage to nearby enemies when effect ends. New Effect: Target deals damage to all nearby enemies when effect ends. Cast time: instant, Target: Enemy, Range: 28m, Duration: 5s, Cost: 60 Magicka
  5. Blinding Light: Enemies go off-balance when they are blocking. Cast: Instant, Target: Area (5m), Duration: 3.5s, Cost: 53 Magicka
    1. Blinding Flashes: Pulses every 2 seconds, enemies go off-balance when they are blocking for 6 seconds. New Effect: Applies to nearby enemies every X. Cast: Instant, Target: Area, Radius: 5m, Duration: 6s, Cost: 53 Magicka
    2. Searing Light: Enemies go off-balance when they are blocking for 4 seconds. Affected targets take 11 Magic Damage. New Effect: Adds damage Cast: Instant, Target: Area (5m), Duration: 4s, Cost 53 Magicka
       
  6. Ultimate: Nova: Enemies deal 40% less damage for 8 seconds, and take X Magic Damage every 1 second. An ally may activate the Supernova synergy, dealing damage and stunning all enemies in the area. Cast: Instant, Target: Ground, Range: 28m, Duration: 8s, Cost: 300 Ultimate
    1. Solar Disturbance: Enemies deal 30% less damage for 8 seconds, and take 14 Magic Damage every 1 second. Enemies are also snared 60%. An ally may activate the Supernova synergy, dealing damage and stunning all enemies in the area. New Effect: Snares enemies standing in the area. Cast: Instant, Target: Enemy, Range: 28m, Duration: 8s, Cost: 300 Ultimate
    2. Solar Prison: Enemies deal 30% less damage for 8 seconds, and take 14 Magic Damage every 1 second. An ally may activate the Gravity Crush synergy, dealing damage and stunning all enemies in the area. New Effect: Allies may activate a more powerful synergy ability. Cast time: Instant, Target: Enemy, Range: 28m, Duration: 8s Cost: 300 Ultimate

Passive Abilities:

  1. Enduring Rays: When using a Dawn’s Wrath ability, increases ability duration by 10%
  2. Prism: While activating a Sun ability, bestows X additional Ultimate upon activation
  3. Illuminate: While using a Dawn’s Wrath ability, Spell Resistance is increased by X if the attacker is affected.
  4. Restoring Spirit: Gain 2% Magicka when activating an ability

 

Restoring Light (Healing skill line)

 Active Skills

  1. Rushed Ceremony: Heals nearby wounded ally for 33. Cast: Instant, Target: Area, Radius 28m, Cost: 60 Magicka
    1. Breath of Life: Heals nearby wounded ally for 36. Also heals 2 additional wounded allies for 16. New Effect: Heals up to 3 targets. Cast time: Instant, Target: Area, Radius 28m, Duration 0.001s, Cost: 60 Magicka
    2. Honor the Dead: Heals nearby wounded ally for 36. Restores 15% of Spell Cost every 2 seconds for 8 seconds when healing a target below 50% Health. New Effect: Restores magicka when healing low health allies. Cast: Instant, Target: Area, Radius: 28m, Duration: 0.001s, Cost: 60 Magicka
  2. Healing Ritual: Heals nearby allies for X. Heal self for an additional 30%. Cast: 2s, Target: Area (10m), Cost: 49 Magicka.
    1. Lingering Ritual: Heals nearby allies for 3. Heals self for an additional 30%. After 8.001 seconds affected targets are healed for an additional X. New Effect: Additional healing after Y. Cast: 2s, Target: Area, Radius: 10m, Cost: 49 Magicka
    2. Ritual of Rebirth: Heals nearby allies for 3. Heals self for an additional 30%. New Effect: Reduced cast time. Cast: 1.7s, Target: Area, Radius: 10m, Cost: 49 Magicka.
  3. Restoring Aura: When slotted: Increase stamina and health regeneration by 15%
    When activated: Increase the health and stamina regeneration of nearby allies by an additional 80% for 6 seconds. Cast: Instant, Target: Area, Radius: 12m, Duration: 6s, Cost: 46 Magicka
    1. Radiant Aura: When slotted: Increase stamina and health regeneration by 15%
      When activated: Increase the health and stamina regeneration of nearby allies by an additional 80% for 9 seconds New Effect: Has increased radius. Cast: Instant Target: Area, Radius: 18m, Duration: 9s, Cost: 46 Magicka
    2. Repentance: When slotted: Increase stamina and health regeneration by 15%.
      When activated: Restores 0 stamina and 0 health to nearby allies per nearby corpse. Each corpse can only be used once in this way. New Effect: Has no cost. Consume essence of corpses to restore health and stamina. Cast: Instant, Target: Self
  4. Cleansing Ritual: Instantly removes a negative effect from self. Over 12 seconds, heals nearby allies for 0 every 2 seconds. Allies in range may activate Purify, removing all negative effects and healing for 0. Cast: Instant, Target: Area, Radius: 12m, Duration 0.7s, Cost: 49 Magicka
    1. Extended Ritual: Instantly removes a negative effect from self. Over 16 seconds, heals nearby allies for 3 every 2 seconds. Allies in range may activate Purify, removing all negative effects and healing for 0. New Effect: Has increased duration. Cast: Instant, Target: Area, Radius: 12m, Duration 0.7s, Cost: 49 Magicka
    2. Purifying Ritual: Instantly removes 2 negative effects from self. Over 12 seconds, heals nearby allies for 3 every 2 seconds. Allies in range may activate Purify, removing all negative effects and healing for 16. New Effect: Reduced cost, removes additional effects. Cast: Instant, Target: Area, Radius: 12m, Duration: 0.7s, Cost 42 Magicka
  5. Rune Focus: Creates an area of self protection for 12 s, increasing Armor and Spell Resistance by 25. Cast: Instant, Target: Self, Duration: 12s, Cost: 25 Magicka
    1. Channeled Focus: Creates an area of self protection for 15 seconds, increasing Armor and Spell Resistance by 25 and recovering 100 Magicka every 0.5 seconds. New Effect: Restore magicka while in the focus. Cast: Instant, Target: Self, Duration: 15s, Cost: 25 Magicka
    2. Restoring Focus: Creates an area of self protection for 15 seconds, increasing Armor and Spell Resistance by 25 and bestowing 15% of additional healing. New Effect: Receive more healing while in focus. Cast: Instant, Target: Self, Duration 15s, Cost: 25 Magicka
  6. Ultimate: Rite of Passage: Heals nearby allies for 13 every 0.5 seconds for 4 seconds. You cannot move while channeling this ability but gain immunity from all enemy control effects. Cast: Instant, Target: Area, Radius: 12m, Duration: 4s, Cost: 150 Ultimate
    1. Practiced Incantation: Heals nearby allies for 16 every 0.5 seconds for 6 seconds. You cannot move while channeling this ability but gain immunity from all enemy control effects. New Effect: Increases channel duration. Cast: Instant, Target: Area, Radius: 12m, Duration: 6s, Cost: 150 Ultimate
    2. Remembrance: Heals nearby allies for 16 every 0.5 seconds for 4 seconds. While active, allies take 20% less damage. You cannot move while channeling this ability but gain immunity from all enemy control effects. New Effect: Allies take less damage while ability is channeled. Cast: Instant, Target: Area, Radius: 12m, Duration: 4s, Cost: 150 Ultimate

Passive Abilitlies:

  1. Mending: While using a Restoring Light ability, increases Critical Strike chance on allies by up to 15%. Critical Strike chance increases the more Health an ally is missing.
  2. Focused Healing: While using a Restoring Light ability, increases healing power by 15% to allies standing in area of protection created by Rite of Passage (ultimate), Cleansing Ritual (skill 4), or Rune Focus (skill 5).
  3. Light Weaver: While using a Restoring Light ability, increases duration of Restoring Aura (skill 3) 10%. Reduces cost of Healing Ritual (skill 2) 10%. Gains X Armor and Spell Resistance while channeling Rite of Passage (ultimate).
  4. Master Ritualist: Increases Resurrection speed by 50%. Affected allies resurrect with 50% more Health. 50% chance to gain a soul gem upon successful resurrect.

 

 

Last Edited on: 08/05/2014 at 03:46 PM
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Response:

Ard Tiarna de na Iomproidh Dearg
Bentmer
Ard Tiarna de na Iomproidh Dearg
  • ESO: @bentmer
Replied On: 08/05/2014 at 08:46 AM PDT

Nice list of skills.  Sure beats mousing over in the game infinitely lol.  Not to nitpick but the Puncturing Sweeps morph of Puncturing Strike is missing the new effect part that heals the player. :)

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Curadh de na Capall
Demaskinos
Curadh de na Capall
Replied On: 08/05/2014 at 01:11 PM PDT

Brilliant! Thank you for doing this.

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Tiarna de na Iomproidh Corcra
Ralcore
Tiarna de na Iomproidh Corcra
  • GW2: Ralcore.9354
Replied On: 08/05/2014 at 01:44 PM PDT

You should try out the Skill Calculator at esohead. I do all my theorycrafting there and it is extremely useful!

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Ridire de na Faolchu Buí
Cariance
Ridire de na Faolchu Buí
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Replied On: 08/05/2014 at 01:56 PM PDT
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Puncturing Sweep has a heal on every hit. Pretty sure it's equal to the damage, but not positive.

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Ard Tiarna de na Iomproidh Dearg
Bentmer
Ard Tiarna de na Iomproidh Dearg
  • ESO: @bentmer
Replied On: 08/05/2014 at 02:49 PM PDT

It's 40%. ;0

 

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Ard Bantiarna de na Fhiaigh Bán
JaeOnasi
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  • GW2: Jae Onasi.1408
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Replied On: 08/05/2014 at 03:47 PM PDT
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Good catch!

I'm glad it's going to be helpful to some other folks, too. :)

 

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Saighdiuir de na Capall
NukeLaCoog
Saighdiuir de na Capall
  • ESO: @NukeLaCoog
Replied On: 08/12/2014 at 08:57 AM PDT
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Any recommendations on gear sets for a Templar?  Before the last update I was running Warlock jewelry, Seducer and Willows Path.  Currently I have added 2 more Warlock to keep Magicka Flood but not sure what direction I should go next.

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Ard Bantiarna de na Fhiaigh Bán
JaeOnasi
Ard Bantiarna de na Fhiaigh Bán
  • GW2: Jae Onasi.1408
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Replied On: 08/15/2014 at 08:40 PM PDT
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That is a great question that I don't know the answer to, at least yet. Hopefully, we'll both learn soon! I think there's a Templar discussion this coming Sunday in the events listing--the folks leading that may have some great info.

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Seaimpin de na Iomproidh Corcra
DeaconGrim
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  • ESO: @Rudyard
Replied On: 08/16/2014 at 07:46 AM PDT

I run 5 warlock and 5 seducer. You have to wear warlock jewelry to be able to wear 5 of both sets, but as of 1.3 you can now change the enchant on the jewelry. Warlock jewelry enchants are magicka recovery. I changed both rings to spell power. I've left the necklace at magicka recovery for now, because its as high as an Epic (purple) glyph.  My magicka recovery is at 139 and my spell power is at 122.  Even with changing the jewelry enchants to spell power, my mana lasts a long time and recovers quickly.  There's a huge demand for v12 Warlock jewelry right now, particularly the rings, and they are selling for anywhere for 20,000 to 50,000. I think the only drop in Trials. The v1 jewelry is still good though, and you can mix the levels and still get the set effect. I just recently got my final v12 piece, but for awhile I was using 1 v1 warlock ring with the rest of the set being v12 and I still got the set effect.

I've been using this link for armor sets for a while, but a few of the sets have been tweaked since then:

1.3 Armor and Weapon Sets - ESO Forums

 

Dark Flare and Solar Barrage is a hard decision. I use Dark Flare because I PVP a lot and that 40% decreased healing really helps end fights faster plus it hits harder than barrage. At V12 with spell power of 122 and 2392 max magicka, my Dark Flare hits for 728, and that's if it doesn't crit.  If I'm working along side another player with something like crystal shards, then the 55 increased power of the next attack synergizes well with their attack. Dark Flare is susceptible to interruption by stuff like Venom Arrow, but I rarely encounter that.

Solar Barrage can work well as part of a melee/AOE rotation, but honestly, Puncturing Sweeps and Blazing Shield are so powerful in that setting, along with Immovable, that I don't really use anything else.  Maybe someone else has that in their AOE rotation and can speak to it. I used it briefly about 6 weeks ago but respec'ed back to Dark Flare.  I did that mainly because I needed Dark Flare as part of my ranged single-target rotation.

 

Here's my current build:

Deacon's current Templar build

 

 



» Edited on: 2014-08-16 08:35:35

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Caomhnoir de na Ulchabhan Gorm
Doreth
Caomhnoir de na Ulchabhan Gorm
Replied On: 08/16/2014 at 04:35 PM PDT

think warlock and seducer are the most popular ,  but these set vary so much on your playstyle and what you are trying to achieve when you go in..... specially in pvp playstyle is everything here and even though some builds are similar,  your style may ask for bonus from other sets..  forget what I have now but I run seducer and think its willow's path for the crit and heals... im only VR6 so I haven't settled on sets nor do I plan to till I get to VR12

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JaeOnasi
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Replied On: 08/24/2014 at 07:23 PM PDT
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I'm working on a pure healer with this particular templar myself. I have a second templar that may be more tanky if I get around to leveling him up.

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