Templar Tank
A sturdy healer-tank with strong self-heals, a group cleanse and reliable crowd control. Update 51 also turned Illuminate into a group Armor buff.
Good to know
Overview
The Templar tank leans on Restoring Light. Channeled Focus gives you Major Resolve and steady healing. Repentance turns corpses into heals and Stamina. Extended Ritual cleanses you, heals the group and leaves a Purify synergy so allies can cleanse themselves. From Aedric Spear, Radiant Ward gives you a Max Health shield and Binding Javelin interrupts and knocks down dangerous casters.
Update 51 made the Templar a better group tank. The Illuminate passive no longer gives Minor Sorcery. Casting a Dawn's Wrath ability now gives your group a unique 2974 Armor buff. This build's only Dawn's Wrath skill is Solar Disturbance, so the buff only goes up when you cast that ultimate, which also applies Major Maim.
Strengths
- Excellent self-healing and sustain from Channeled Focus and Repentance.
- Group cleanse and heal through Extended Ritual and its Purify synergy.
- Reliable crowd control: Binding Javelin knockdowns and Solar Disturbance Major Maim.
Weaknesses
- No class taunt or pull, so you rely on Pierce Armor and Inner Rage.
- Fewer unique group buffs than a Dragonknight, Warden or Necromancer.
- Rune Focus rewards standing still in the rune.
Group support
At a glance
Race
Mundus stone
The Atronach if Magicka runs short.
Attributes
64 Health
Food
All three max resources plus Health Recovery.
Potion
Tri-stat restore.
Skills
Aedric Spear
Templar
Radiant Ward shield and Binding Javelin control.
Dawn's Wrath
Templar
Solar Disturbance, plus the Illuminate group Armor buff.
Restoring Light
Templar
Major Resolve, sustain and the group cleanse.
Skill bars
Hover (or tap) any slot for the tooltip; click through to UESP or ESO-Hub for full numbers.
| Slot | Skill |
|---|---|
| Front 1 | Pierce Armor One Hand and Shield Taunt and Major Breach. |
| Front 2 | Binding Javelin Aedric Spear Ranged knockdown and interrupt for casters and adds. |
| Front 3 | Radiant Ward Aedric Spear Max Health shield that grows per enemy hit. |
| Front 4 | Channeled Focus Restoring Light Major Resolve, healing and Magicka. Standing in the rune boosts the healing. |
| Front 5 | Repentance Restoring Light Turns corpses into healing and Stamina. |
| Front R | Solar Disturbance Dawn's Wrath Major Maim on enemies, with a Supernova synergy for allies. |
| Back 1 | Extended Ritual Restoring Light Group heal and cleanse with the Purify synergy. |
| Back 2 | Elemental Blockade Destruction Staff Chilled and AoE status effects. |
| Back 3 | Elemental Susceptibility Destruction Staff Boss Major Breach and status effects. |
| Back 4 | Echoing Vigor Assault Group HoT and your Powerful Assault trigger. |
| Back 5 | Inner Rage Undaunted Ranged taunt with the Radiate synergy. |
| Back R | Aggressive Horn Assault Major Force for burns. Also triggers Powerful Assault. |
Flex skills
Swap these in when the content or your group composition calls for it.
Sun Shield morph that explodes for damage when it ends.
Channelled group protection for scripted burst damage.
Scribe it with the Pull focus to give the Templar a pull.
Minor Protection while slotted.
Gear
| Slot | Set | Trait |
|---|---|---|
| Head | Archdruid Devyric Heavy (monster) | Sturdy |
| Shoulders | Archdruid Devyric Heavy (monster) | Sturdy |
| Chest | Lucent Echoes Heavy | Sturdy / Reinforced |
| Hands | Lucent Echoes Heavy | Sturdy |
| Waist | Lucent Echoes Heavy | Sturdy |
| Legs | Lucent Echoes Heavy | Sturdy / Reinforced |
| Feet | Lucent Echoes Heavy | Sturdy |
| Neck | Powerful Assault Jewellery | Infused |
| Ring 1 | Powerful Assault Jewellery | Infused |
| Ring 2 | Powerful Assault Jewellery | Infused |
| Front: main hand | Void Bash One-handed sword | Infused |
| Front: off hand | Void Bash Shield | Sturdy |
| Back bar | Powerful Assault Ice staff (two-handed) | Infused |
Traits and enchants
Set breakdown
2 pieces · Earthen Root Enclave (veteran) + Undaunted chest
- (1 item)Adds Offensive Penetration.
- (2 items)A damaging Heavy Attack releases a line of Shock damage 1.2s later that hits up to 6 enemies and applies Major Vulnerability for 7 seconds. Once every 15 seconds.
5 pieces · Lucent Citadel (Gold Road); perfected on veteran
- (5 items)Above 50% Health, group members within 28m who aren't wearing the set gain about 11% Critical Damage and Critical Healing. At 50% Health or below, you take 20% less damage from monsters.
- (5 items)Casting an Assault ability in combat gives you and up to 5 group members nearby 307 Weapon and Spell Damage for a short duration.
2 pieces · front bar · Vateshran Hollows (Markarth); perfected on veteran
- (2 items)Dealing damage with a Power Bash grants Call of the Void, pulling enemies within 12m to you. When it ends, nearby enemies get Major Maim for 10 seconds. 13 second cooldown.
Alternative sets
Swap for Powerful Assault in organised trials.
Monster swap when someone else covers Major Vulnerability.
Body option that gives the group Minor Courage every time you taunt.
Champion Points
Slottable stars only. Spend passive points in each tree along the path to these stars.
- Ironclad
Less damage from direct attacks, which covers most boss mechanics.
- Duelist's Rebuff
Less damage from single-target hits.
- Bulwark
Free Armor with a shield or frost staff. Swap for Enduring Resolve at the armour cap.
- Unassailable
Less AoE damage taken. Best on trash pulls.
- Boundless Vitality
Max Health is the base of every heal and shield you have.
- Fortified
Armor until you hit the cap.
- Rejuvenation
Recovery for all three resources.
- Bastion
Stronger shields from skills and sets.
- Steed's Blessing
Run between pulls faster.
- Gifted Rider
Faster mount.
Class Mastery
Pure-class characters with all three class lines at rank 50 can slot two Class Mastery passives (added in Update 50).
Blocking keeps Sacred Ground running, and you block more damage while standing still.
With Sacred Ground kept up by blocking, you get a recurring shield with extra recovery, and Ultimate when it breaks.
Tip
How to play
- 1Taunt with Pierce Armor and pick up ranged adds with Inner Rage. Re-taunt every 12–15 seconds.
- 2Keep Channeled Focus up for Major Resolve and Magicka, and stand in the rune for much stronger healing.
- 3Cast Radiant Ward just before big hits. It costs a fair bit of Magicka, so time it rather than spam it.
- 4Interrupt casters and knock down dangerous adds with Binding Javelin.
- 5Cast Extended Ritual before group-wide damage or debuffs, and tell the group to take Purify.
- 6Use Echoing Vigor and Aggressive Horn to keep Powerful Assault running.
- 7Drop Solar Disturbance for Major Maim during heavy damage, and keep Elemental Susceptibility on the boss.