Templar

Templars harness the power of the light and the sun its self to support their fellows in combat and burn their enemies. The Templar is the only class in The Elder Scrolls Online that has a large selection of heals at their disposal, making it the natural choice for those who love the healer role. The Templar is completely capable of filling in the other roles, too.

Each skill line includes one ultimate skill, five active skills and four passive skills. The ultimate skills and active skills can be morphed. Morphs enhance the original skill, giving you more room to customize your character and play it just the way you want. Each ultimate skill and active skill comes with two morph options. Once you have morphed an ability, it will replace the original ability.

Templar Skill Lines

Templar’s skill lines are Aedric Spear, Dawn’s Wrath and Restoring Light.

Ultimate Skills

  • Instant
  • Target: Area
  • 5 m. radius
  • 75 ultimate
  • Deals 22 Magic Damage to all nearby enemies.

Morphed from Radial Sweep

  • Deals additional damage to enemies in front of you.

Morphed from Radial Sweep

  • Gain Armor for each enemy hit.

Active Skills

  • Instant
  • Target: area
  • 8 m. radius
  • 1.1 sec. duration
  • 42 Magicka
  • Four consecutive attacks for 2 Magic Damage to enemies in front of you. Closest target takes 100% additional damage and is knocked back on the last hit.

Morphed from Puncturing Strikes

  • Critical hit chance increased up to 70% against enemies with low Health.

Morphed from Puncturing Strikes

  • Damage is dealt in a large cone.
  • Instant
  • 20 m. range
  • 53 Magicka
  • Hurls a spear causing 13 Magic Damage and knocking back target 5 meters.

Morphed from Piercing Javelin

  • Deals additional damage, up to 30%, when the player is a greater distance from the target.

Morphed from Piercing Javelin

  • Knockdown duration increased to 3 seconds.
  • Instant
  • 22 m. range
  • 35 Magicka
  • Charge to target, interrupting casts and stuns them for 3 seconds. Deals 17 Magic Damage.

Morphed from Focused Charge

  • Deals damage to all enemies at the point of impact.

Morphed from Focused Charge

  • Casting targets are set off balance for 5 seconds.
  • Instant
  • 25 m. range
  • 2 sec. duration
  • 42 Magicka
  • Deals 11 Magic Damage to enemies within target area. Disorients 1 target for 6 seconds.
  • Ally may pick up spear, granting them 25% Stamina and additional Stamina over 10 seconds.

Morphed from Spear Shards

  • Spear ignites ground on impact, dealing Magic Damage. Stuns instead of disorienting enemy.

Morphed from Spear Shards

  • Restores more Stamina and also Magicka over time.
  • Instant
  • Target: Self
  • 6 sec. duration
  • 42 Magicka
  • Creates damage shield for 27% Max Health that lasts 6 seconds. Deals 6 Magic Damage to nearby enemies radius on activation.
  • Each sucessful hit increases shield strength by 4%. You will not regenerate Magicka while the shield is active.

Morphed from Sun Shield

  • Deals damage when shield ends based on damage absorbed.

Morphed from Sun Shield

  • Deals additional damage on activation.

Passive Skills

Piercing Spear (0/2)

  • Increases Critical Strike chance by 5%.
  • Increases damage vs. Blocking targets by 5%.

Spear Wall (0/2)

  • Increases Block amount vs. melee attacks by +7%.

Burning Light (0/2)

  • 25% chance on hit to deal 5 Magic Damage.

Balanced Warrior (0/2)

  • Increases Weapon Damage by 2% and Spell Resistance by 2

Ultimate Skills

  • Instant
  • 28 m. range
  • 8 sec. duration
  • 300 ultimate
  • Enemies deal 40% less damage for 8 seconds, and take 9 Magic Damage every 1 second.
  • An ally may activate the Supernova synergy, dealing damage and stunning all enemies in the area.

Morphed from Nova

  • An ally may activate the Gravity Crush synergy, dealing even more damage and stunning all enemies in the area.

Morphed from Nova

  • Enemies are also snared 50%.

Active Skills

  • Instant
  • 28 m. range
  • 35 Magicka
  • Deals 13 Fire Damage and an additional 8 Fire Damage over 4.5 seconds. Snares 40% for 4.5 seconds.

Morphed from Sun Fire

  • Deals increased damage over time.

Morphed from Sun Fire

  • Also snares 2 nearby enemies and deals 16 Fire Damage.
  • 1.5 sec. cast
  • 28 m. range
  • 42 Magicka
  • Deals 28 Magic Damage to target. Next attack gains 50 Weapon Power and 50 Spell Power against target and nearby enemies. Bonus does not apply to Solar Flare, Dark Flare or Solar Barrage attacks.

Morphed from Solar Flare

  • Affected enemies receive -30% healing reduction for 6 seconds.

Morphed from Solar Flare

  • No longer has cast time and deals Magic Damage to enemies near you.
  • 1.5 sec cast
  • 28 m. range
  • 6 sec. duration
  • 25 Magicka
  • Target enemy stores up damage taken for 6 seconds. When effect ends they receive an additional 33% of damage inflicted.

Morphed from Backlash

  • First five successful hits increase power by 2% per hit for 7 seconds.

Morphed from Backlash

  • When effect ends a pool of healing light appears for 6 seconds, healing allies for 7 every 2 seconds.
  • Instant
  • Target: enemy
  • 28m. range
  • 4 sec. duration
  • 60 Magicka
  • Target reflects negative single target Spells back at themselves for 4 seconds.

Morphed from Eclipse

  • When effect ends, target’s Spell Power is reduced by -15 for 4.5 seconds.

Morphed from Eclipse

  • Target deals damage to all nearby enemies when effect ends.
  • Instant
  • Target: area
  • 5 m. radius
  • 3.5 sec. duration
  • 53 magicka
  • Nearby enemies have a 50% chance to miss and be set off balance for 3.5 seconds.

Morphed from Blinding Light

  • Pulses every 2 seconds, causing nearby enemies to have a 50% chance to miss and be set off balance for 4 seconds.

Morphed from Blinding Light

  • Affected targets take 8 Magic Damage.

Passive Skills

Enduring Rays (0/2)

  • Increases duration of Dawn’s Wrath abilities by
    10%.

Prism (0/2)

  • Gain 1 additional Ultimate when activating a sun ability.

Illuminate (0/2)

  • Spell Resistance is increasesd by 5 if the attacker is affected by one of your Dawn’s Wrath abilities.

Restoring Spirit (0/2)

  • Gain 2% Magicka when activating an ability.

Ultimate Skills

  • Instant
  • Target: area
  • 12 m. radius
  • 4 sec. duration
  • 150 ultimate
  • Heals nearby allies for 11 every 0.5 seconds for 4 seconds. You cannot move while channeling this ability.

Morphed from Rite of Passage

  • Increases channel duration to 6 sec. from 4 sec.

Morphed from Rite of Passage

  • When effect ends, allies take 30% less damage for 3 seconds.

Active Skills

  • Instant
  • Target: area
  • 28 m. radius
  • 60 Magicka
  • Heals nearby wounded ally for 33.

Morphed from Rushed Ceremony

  • Heals up to 3 targets.

Morphed from Rushed Ceremony

  • Restores 15% of Spell Cost every 2 seconds for 8 seconds when healing a target with low Health.
  • 2 sec. cast
  • Target: area
  • 12 m. radius
  • 39 Magicka
  • Heals nearby allies. Heal self for an additional 30%.

Morphed from Healing Ritual

  • After 8 seconds affected targets receive an additional heal.

Morphed from Healing Ritual

  • Increase self healing to 50% from 30%.
  • Instant
  • Target: area
  • 12 m. radius
  • 6 sec. duration
  • 46 Magicka
  • 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

Morphed from Restoring Aura

  • Radius increased to 18 m.

Morphed from Restoring Aura

  • Has no cost and only works on self.
  • When slotted: Increase Stamina and Health regeneration by 15%.
  • When activated: Restores Stamina and Health per nearby corpse.
  • Each corpse can only be used once.
  • Instant
  • Target: area
  • 12 m. radius
  • 49 Magicka
  • Instantly removes a negative effect from self. Over 12 seconds, heals nearby allies every 2 seconds.
  • Allies in range may activate the Purify synergy, removing all negative effects and healing them.

Morphed from Cleansing Ritual

  • Duration increased to 16 sec. from 12 sec.

Morphed from Cleansing Ritual

  • Removes 2 negative effects from self instead of 1 and reduces Magicka cost.
  • Instant
  • Target: self
  • 12 sec. duration
  • 25 Magicka
  • Creates an area of self protection for 12 seconds, increasing Armor and Spell Resistance by 25.

Morphed from Rune Focus

  • Restore magicka while in the focus.

Morphed from Rune Focus

  • Receive 15% additional healing while in focus.

Passive Skills

Mending (0/2)

  • Increases Critical Strike chance of Restoring Light abilities on allies by up to 15%. Critical Strike chance increases the more Health an ally is missing.

Focused Healing (0/2)

  • Increase healing of your restoring light
    abilities by 15% to allies standing in your areas of protection (Rite
    of Passage, Cleansing Ritual, Rune Focus)

Light Weaver (0/2)

  • Increases duration of Restoring Aura 10%.
  • Reduces cost of Healing Ritual by 10%.
  • Gain 13 Armor and Spell Resistance while channeling Rite of Passage.

Master Ritualist (0/2)

  • Increases Resurrection speed by 20%.
  • Affected allies resurrect with 50% more Health.
  • 50% chance to gain a soul gem upon successful resurrect.

Aedric Spear

Aedric Spear skill line has a selection of useful damage abilities. It can be seen as the “physical damage” skill line of Templars, even though all damage dealt is Magic Damage.

Radial Sweep is the ultimate ability of Aedric Spear skill line. It deals Magic Damage around the player. The damage its self is not very high, but it makes sense because the ultimate cost is so low. Empowering Sweep morph will increase the Armor value for each target hit, so it can be used as a way to gain additional armor for Templar tanks. The ultimate overall seems a bit underwhelming, and it’s hard to justify using it for anything but the Armor gain instead of Nova, the ultimate ability of Dawn’s Wrath Templar skill line.

Puncturing Strikes is an useful melee ability. It deals damage in four pulses infront of you, also knocking enemy targets down. Because the damage is dealt in four different hits, Puncturing Strikes is a very powerful melee attack to perform while sneaking or hidden. Successful sneak attacks are critical hits, so that means four separate critical hits in this case.

Piercing Javelin is a ranged knockback and can be morphed to include a longer knockdown as well.

Focused Charge is a great way for Templars to close the gap between distant targets. It interrupts all casting, damages and stuns the target. Toppling charge morph will also set casting targets off balance, opening a chance for the Templar to perform a very powerful Heavy Attack on them.

Spear Shards is a ranged attack that deals Magic Damage in a small radius around the enemy target and also disorients it. An ally may pick up the spear to regenerate Stamina. If morphed to Luminous Shards, the ally will also have some of their Magicka restored when they pick the spear up.

Sun Shield is a pretty powerful damage shield which also deals damage to nearby targets on activation. You can further increase the strength of the shield with successful hits. The catch here is that whilst the skill is active, for 6 seconds, you are unable to regenerate Magicka, so there is a pretty significant trade-off.

Dawn’s Wrath

Dawn’s Wrath is the caster skill line for Templars, which also comes with some very powerful debuffs.

Nova is the ultimate skill of Dawn’s Wrath skill line. It is easily the best choice of ultimate a Templar has for damage. Enemies are debuffed to deal 40% less damage and they also take Magic Damage every second for 8 seconds. The pure damage of Nova is very potent on its own, but it also opens up the chance for an ally to use the Supernova synergy, stunning all enemies in area and dealing high damage.

Sun Fire deals Fire damage over time and adds a snare. The morph Vampire’s Bane increases the damage of the DOT, whilst Reflective Light gives the original skill an initial 3-target AOE damage component and a 3-target snare.

Solar Flare is a ranged nuke which also increases the weapon and spell damage you of your next attack against the target and the enemies around it. Dark Flare morph gives the original skill a mortal strike effect, reducing enemy’s healing effictiveness by 30%.

Backlash is a very powerful skill when used correctly. It applies a debuff on an enemy for 6 seconds, storing up enemy damage they take for the duration. When the debuff ends, the damage is released and they take an additional 33% of total damage dealt. This is a great way to burst players down in PvP to counter any healing. Use Backlash on enemy, deal lots of damage to it, and just as the debuff ends focus on other high-damage burst abilities to take huge chunks of enemy Health down within a short period of time.

Eclipse is an amazing debuff. When cast on enemy, any single target spells the enemy uses will be reflected back at them for the duration of the debuff. It’s a great way to take out spell casters for a short period of time, both in PvE and PvP.

Blinding Light is a heavy AOE debuff which gives nearby enemies a 50% chance to miss and be set off balance, essentially making it a 50% damage reduction buff providing that you can catch every enemy with it. It is exactly as great as it looks on paper, but the Magicka cost of the skill is higher than your average skill cost. Searing Light will also make the original skill deal Magic Damage when the debuff ends.

Restoring Light

Restoring Light is the healing skill line of Templars. At the same time, it’s the only dedicated healing skill line for any class in the game. Because of this, it’s fair to say that Templars are the go-to class for anyone who wants to play the Paladin archetype or a pure healer in Elder Scrolls Online.

Rite of Passage is an insanely strong channeled AOE heal ultimate skill, and in my eyes the reason why Templars will always be better healers than any other class regardless of how they invest skill points in Restoration Staff skill line. This is because other classes are forced to use Magicka as a resource for heals, whilst Templars can also dump their Ultimate into this powerful heal.

Rushed Ceremony is a powerful, instant single target smart heal aimed at the most wounded nearby ally. Breath of Life morph turns the heal into a 3-target heal, making it hands down the best morph option.

Healing Ritual is a 12-meter radius targeted AOE heal, which heals the caster for even more. It’s the bread-and-butter group heal for any Templar.

Restoring Aura is simply a must have for any Templar who plans on using Stamina as a resource. There’s two versions of this skill. When slotted, it provides a passive 15% Stamina and Health regeneration buff on self, being the reason why this skill is so powerful. It’s also a passive self buff. When activated, for 6 seconds it increases the Stamina regeneration of nearby allies by an additional 80%.

Repentance morph completely changes the original skill, making it cost no Magicka at all and only work on your self. It still increases Stamina and Health regeneration passively, but when activated, the skill restores Stamina and Health per nearby corpses. Each corpse only counts once towards this skill. Repentance it’s a nice way to quickly recover from combat, as long as you can keep on killing stuff to have corpses as resources.

Cleansing Ritual removes a negative effect from self and periodically heals nearby allies. What makes this skill amazing is the Purify synergy, which allies can activate. It removes ALL negative effects and heals them.

Rune Focus creates a small area of self protection. As long as you are in the area, you gain extra Armor and Spell Resistance. Channeled Focus morph also restores Magicka whilst you stand in the area.