**UPDATE** For update 9 I have updated this guide. A lot has changed: some sets changed, CP passives were fixed, revamped, etc. If something is bold or slashed, it means that there was a change.
Hello. My name is
@blabafat. I am a Magicka based Templar, and I mainly solo/small group PvP. I have been playing Templar since last summer, and I am fairly aware of how they work(Magicka mainly).
The purpose of this post is to help Templars in PvP. I am going to give
my thoughts and suggestions on Templars. Like I said earlier, I play a Magicka based Templar. So, this post will mainly focus on Magicka. I will cover Class skills, Armor skills, Gear sets, Traits, Champion Points, etc.
This is not a build post.
The Morphs that are
italicized are the ones that I would choose. If both are
italicized, that means both morphs are great, and you should choose the one you like better. If none of the morphs are
italicized, that means I wouldn't use the ability. If there is a stamina and magicka option, I will 100%
italicize the magicka option, as it is the one I would use.
Templar Class Skill LinesAedric SpearUltimate: Radial Sweep - It costs very little, and the range is very short.
First morph: Empowering Sweep - This morph works well when you are surrounded by a lot of players. It allows you to be fairly tanky for a few seconds. I recommend this morph if you PvP in large groups.
Second Morph: Crescent Sweep - The damage on this ability was buffed significantly. I still think it's not completely on par with Dawnbreaker because of the 5 meter range. Nonetheless, it's now a viable ultimate (at least on magic builds) if you have a decent amount of damage. It's definitely worth considering and testing. Just keep in mind, you have to be pretty close to your enemy (5 meters).
Class Skill: Puncturing Strikes - A couple of downsides to this ability are: You can be cced while using it; You have to aim it(Snares, roots really screw you over); It snares the closest enemy on the last hit, which is very useful. It has an 8 meter range. You can really buff up this ability through the CP tree (Thaumaturge and Elemental Expert) to make it hit extremely hard.
First Morph: Biting Jabs - Morphing Puncturing Strikes to this morph scales it off of Stamina. It gives 2099 weapon crit for 8 seconds. It hits for a lot of damage if you can pull all 4 attacks off. It also looks cooler
Second Morph: Puncturing Sweeps - This is the Magicka morph. It heals you for 40% of the damage done. For Magicka Melee Templars, I strongly recommend this skill. The heal
now works on shields, which is great.
Class Skill: Piercing Javelin - This ability knocks back your enemy 5 meters. It provides cc immunity and can be reflected. It is useful when you're near Slaughterfish Water :P or on top of a high ledge. However, in open PvP, I do not recommend this skill for Magicka builds. The range was buffed, and it's extremely long. However, the short CC and lack of synergy with our melee dps (Jabs) causes it to be a skill that I won't put on my bar.
First Morph: Aurora Javelin - This morph deals increased damage, up to 40%, based on how far away you use it. The new effect is unnecessary, at least in my opinion, because this ability is mainly used for the knockback, not the damage.
I still don't think that this ability is worth a slot on your bar in open world. The only place it is useful(that I've found) is in a 1v1 situation against a stamina melee build. They tend to be in your face, and getting some space with javelin is helpful. However, in open world, like a lot of Templar CC's, it's not useful for the CC. It's 1.5 seconds.Second Morph: Binding Javelin - This morph scales the ability off of Stamina. It also stuns the enemy for 3 seconds after he/she is knocked back. This morph is far superior than the Magicka one, however, since it is Stamina, it's only usable on Stamina builds.
Class Skill: Focused Charge - This is a Class gap closer. It does not provide a stun(unmorphed). There is still a small delay after you use it, where you cannot cast any abilities. It's VERY clunky, and there are numerous bugs associated with it. If you land it on your enemy while he/she is casting, it stuns him/her for 3 seconds and breaks the cast.
First Morph: Explosive Charge - This morph still scales off of Magicka. The new effect is: It deals damage to all enemies within the area of the one targeted. I suggest this morph for Large Group PvP/Zerg Diving.
Second Morph: Toppling Charge - This morph is also Magicka. It stuns the enemy for a couple seconds. I personally use this skill, despite the problems with it(that I listed earlier). Toppling Charge + Magicka Jabs is a great combination. If you empower it and a burning light procs along with it, the damage is very high.
Class Skill: Spear Shards - This is a great Group PvP skill. If your allies synergize it they gain back Stamina. It also goes through block because it is counted as a disorient, not a stun(Non morphed and first morph). It does not give cc immunity(Non morphed and First morph)
First Morph: Luminous Shards - This morph is probably the better morph because it still is counted as a disorient(Does not give cc immunity). It gives more resources back on synergy.
Am not 100% sure if this morph is still considered a disorient.Second Morph: Blazing Spear - This morph provides a DoT on the target area, which can proc the Burning Light passive. It also gives back Stamina on synergy. However, this morph is counted as a stun. So, it does not go through block. It also gives cc immunity.
This patch, Blazing Spear is the better option. There aren't many perma blockers running around anymore, so having the extra damage is more useful.
Class Skill: Sun Shield - This used to be "The" Templar ability. It is a damage shield that is based off of your max health. It also damages enemies within a 5 meter radius. Each enemy hit increases the shields strength by 4%. Either morph is viable. Use whatever you feel is better for your playstyle. However, the small damage shield does not make it a valuable skill to have on your bar. It does little damage if you don't have an absurd amount of health, and it requires you to sacrifice dps or stamina to make it stronger. I have still listed which one I would choose IF I were to use the skill.
First Morph: Radiant Ward - This is a very viable morph option. It costs 10% less, the 4% strength increase is increased to 5% for each enemy hit. It still deals damage on activation.
This patch, I prefer this one because of the reduced cost. I don't run cost reduction, so the reduced cost makes a big impact. Obviously, if you are stacking cost reduction this might not be very useful. Not to mention, the damage on blazing shield and radiant ward can only get so high.Second Morph: Blazing Shield - This morph does not deal damage based off of activation. It deals 50% of the damage it takes after the shield duration ends or after it blows up. This morph offers a little more burst if you time it correctly.
Dawn's WrathUltimate: Nova - This is Templar's best ultimate. It reduces the damage enemies do, and it has a DoT. The cost isn't too bad. I recommend this skill for Group Play. It isn't too useful in Solo PvP situations. The synergy dishes out a ton of damage.
First Morph: Solar Prison - I advise this morph for Group Play. It doesn't have the snare that the other morph does, however, in a group your mates are likely to be rooting/snaring enemies with aoes anyway. The synergy is a lot more powerful. It deals more damage and stuns for longer.
Second Morph: Solar Disturbance - This morph provides a large snare to every enemy inside its target area. It can be useful for landing your Puncturing Sweeps/Biting Jabs. Since it snares, unless the enemy dodge rolls, he/she will be in the AOE longer, thus taking more damage.
Class Skill: Sun fire - This is a very weak DoT. It is reflectable and takes a while to travel. I don't use this skill for those reasons.
First Morph: Vampires Bane - I highly recommend this morph, if you really want to use this ability, because it increases the damage. The skill has weak damage to begin with, so increasing it is the best option in my opinion-for PvP at least.
Second Morph: Reflective Light - This morph is not advised for PvP. The main use of it is for grinding.
Class Skill: Solar Flare - This is a great skill because it deals a lot of damage, and it provides a buff to your next attack. It has a cast time, so you have to be careful while using it. If you land one with another skill right after, it can hit like a truck.
First Morph: Dark Flare - This morph is far superior that the other. It has the same effect as the unmorphed version along with a Major Defile debuff, which reduces your enemy's(And the enemies near him/her) heals by 30%. In PvP, this is a great skill for small group play. In solo, you are the main target, so even if your opponents don't know that it's interruptable, you are still likely to get hit by bashes/poison injections/crushing shock/etc. In small group play, it is VERY beneficial. If you are DPSING an opponent, and your group mate is casting dark flares, not only can it crit for a lot of damage (7K plus), but the healing debuff allows you to out DPS your opponent's heals, especially if it's a Templar you are fighting.
Second Morph: Solar Barrage - I do not suggest this morph. It doesn't deal enough damage, and costs more than Puncturing Sweeps, while Sweeps can do just as much damage in 1 or 2 hits.
Class Skill: Backlash - This is a great skill. It basically adds free damage, considering how low it costs. The more damage you deal to your enemy while it is active, the more he/she will take.
First Morph: Purifying Light - This is the Magicka Morph. The new effect is it creates a small AOE heal on the ground. The new effect isn't too important, however it can be a little useful at times. For Magicka builds, this morph is the way to go.
Second Morph: Power of the Light - This is the Stamina morph. It basically does the same thing along with a small armor debuff. For Stamina builds, this is the morph to choose.
Class Skill: Eclipse - This skill is very useful against any Magicka build. It reflects all single target spells back at the opponent. A few downsides are: If the opponent has cc immunity, you can't cast it on him/her, your opponent can cc break it, and it is extremely buggy.
First Morph: Total Dark - I like this morph better because the heals are just too good to pass up. Every spell you reflect heals you for a decent amount. If you cast it on an Atronach, you will constantly be healed until the effect ends. This is the morph I recommend choosing. Still, this morph is stronger. They both deal damage now, however the damage is insignificant. The healing on this ability completely outweighs the small damage increase you get from choosing the other morph.
Second Morph: Unstable Core - This morph deals damage when the effect ends. The reason I don't choose this one is because the damage is not high enough. It is not worth passing up the heals.
Class Skill: Radiant Destruction - It's a ranged execute that deals a ton of damage when your enemy is below 50%. The range, damage, and the fact that it cannot be dodged make it very powerful. Most Templars are running this skill, and despite my opinion on it, it is extremely useful for finishing off players - especially stamina builds. Yet, it can be very dangerous for the caster if he/she isn't paying attention. It has a long cast time which leave you open to being interrupted. If you are out of Stamina, that interrupt will likely be the cause of your death. You just have to be careful when using it, and make sure that you have somewhat of a distance (Unless your enemy is a potato because potatoes can't bash).
First Morph: Radiant Glory - I haven't exactly tried this morph, as I don't really use this ability. Since the ability hits very hard, the heal can be very useful I'd imagine(Yeah...sorry kind of talking out of my ###hole here). If you are looking for more survivability, this is the morph to go with.
Second Morph: Radiant Oppression - This morph allows the ability to deal a lot more damage. The increase in damage goes up to 40% based off of how much Magicka you have. Both morphs are viable, however if you are looking for more damage, I recommend this one.
Restoring LightUltimate: Rite of Passage - This ultimate isn't the best for PvP. I recommend it for PvE mostly. One of the morphs can come in handy, however, I would take Nova over it any day.
First Morph: Remembrancr- I prefer this morph because the 20% damage mitigation really makes your heals more useful. It's like a mini nova. The 20% damage mitigation is useful when you are taking a lot of damage. You pop it, you take less damage and get tons of heals. For PvP, this is the morph to choose.
Second Morph: Practiced Incantation - This morph can be viable too, I just don't use it. The extra couple seconds can be useful for healing dungeons. However, for PvP, I do not recommend this morph.
Class Skill: Rushed Ceremony - This is "The" Templar Heal. It doesn't cost TOO much and is very efficient. I definitely recommend using this skill as a Magicka build, no doubt about it. It was nerfed, and the Honor the Dead morph only heals one person, while the Breath of Life morph only heals 2 people.
First Morph: Honor the Dead - This morph gives you Magicka back. However, it only heals 1 person. That 1 person isn't always you. Unless you ONLY duel, I do not recommend this morph. Even though it gives back Magicka, you might end up spending more Magicka because you are trying to heal yourself, not your ally.
Second Morph: Breath of Life - This morph is better for Open World PvP. It heals 2 people, so you don't have to recast it over and over trying to heal a certain person. The base cost is the same. I recommend using this morph. If you are using the other morph and are attempting to heal yourself, you might need to cast it multiple times because it only heals one person (not always you). In the end, it's possible that you used up more magicka than you got back.
Class Skill: Healing Ritual - I'm not going to talk about the morphs for this skill. The reason being: it's not the best heal. It has a cast time, which means you can be easily interrupted. It does heal 1 more target than Breath of Life, however since Breath of Life is instant cast, it's better than this skill.
Class Skill: Restoring Aura - This is a great skill for sustain. Un Morphed version and First Morph only differ in range. When you activate it, it gives 20% Stam, Magicka, and Health regen. It costs magicka. It's a good skill, however, in this patch, I like the 2nd morph more. Both are viable. Try them out, see what you like. While slotted, you get 10% Stamina, Magicka, and Health regen (all morphs).
First Morph: Radiant Aura - Increased range. Pretty much already stated what it does. The reason this morph lost it's value is because the buffs it gives are "Major" buffs. If you use potions, you won't be able to take advantage of this skill, as the potions already give you "Major" buffs.
Second Morph: Repentance - I like this morph better because it's an instant health + stamina return. I don't need to recast it every so many seconds. The 20% to me isn't worth it compared to the base stat return. It costs nothing.
Class Skill: Cleansing Ritual - Hands down, one of Templar's best abilities. It's Efficient Purge on crack. It has an aoe heal, it purifies negative effects, and allies can synergize it to purify ALL of their negative effects and get a small heal. It was nerfed in that it no longer purges projectiles.
First Morph: Purifying Ritual - This morph is superior to the other. Once it is maxed out, it purifies up to 5 negative effects. I STRONGLY recommend this skill to Stamina and Magicka builds. It costs less with this morph as well.
Second Morph: Extended Ritual - This morph makes the ability last longer. I do not recommend this morph. The other morph just completely outweighs the additional time that comes with this one.
Class Skill: Rune Focus - This is a great skill. It provides 5K extra armor and spell resist, and costs very little. If you have room on your bar, I high recommend this skill. Even if you leave the circle, you get the buff for 8 seconds. To refresh the buff, you must pass through the circle. All of the buffs last 8 seconds, but can be refreshed by either re casting the ability, or walking through it.
First Morph: Channeled Focus - This morph essentially boosts your Magicka regen by 480. That is a very large amount. Since it costs so little, you gain magicka by using it. I suggest this skill for Magicka builds. The sustain it adds is very significant and allows you to drop some of your regen to push more damage.
Second Morph: Restoring Focus - This morph boosts your healing received. If you feel that you don't need the extra magicka regen, then this morph is what you would choose. If I were to put this skill on my bar, I wouldn't choose this morph simply because I like sustain over the extra healing. As a Magicka Templar, your heals do not lack. It now gives you 8% damage mitigation, which is huge. Personally, I still go with the magicka regen morph (because I need it), but for Stamina Templars or Magicka Templars that don't have trouble sustaining their magicka, this morph is the way to go.
Some other skills and ultimates I recommend.Other skillsDefensive Posture - One hand/Shield
Magicka Detonation - Alliance War: Assault
Annulment - Light Armor
Evasion - Medium Armor
Rapid Regen - Restoration Staff
Healing Ward - Restoration Staff
Entropy - Mages Guild
Stampede - 2 Handed
Invasion - One hand/Shield
Other UltimatesMeteor - Mages Guild
Dawnbreaker - Fighter's Guild
Barrier - Alliance War: Support
Batswarm - Vampire (If you are vampire. I am not simply because I can't handle the Dawnbreaker of Smiting, Camo Hunter, and Silver bolts one shot build)
Gear and Traits Recommendation:(Magicka)
Gear
All of these sets I have tried and like:
Crafted:
Magnus(2/3/4/5 bonuses are all good)
Seducer(2/3/4/5 bonuses are all good)
Torug's Pact(2pc bonus is good)
Kagrenacs Hope(All bonuses are good. Better version of Magnus unless you want the chance to negate the cost of a spell)
Willows Path(All bonuses are good. Provides really high regens. Downside is - no max stat or spell damage increase, and it is bugged)
Julianos(PvE mainly. Gives a lot of spell damage but no regen)
Dropped:
Willpower(HIGHLY RECOMMENDED)
Spell Power Cure - Mainly for PvE. It gives a lot of spell damage and max magicka.
Arch Mage - 2/3/4pc is like Magnus, however it's in a different order. 3PC bonus is very powerful - Recovery, spell damage
Vicious Death(2/3/4/5)
Transmutation(2/3/4/5)
Maelstrom Restoration Staff
Lich - Great sustain
Undaunted Sets:
Bloodspawn
Engine Guardian
Any 1PC that gives Health
Valkyn Skoria
Molag Kena
1PC Bloodspawn + 1PC Kena is REALLY good. If you don't have any undaunted set, don't worry. You don't NEED an undaunted set. Valkyn doesn't provide any sustain, however it can boost your damage. It will proc off of Blazing Spear DoT, Jesus Beam, Puncturing Sweeps/Biting Jabs, Vampires Bane, Crescent Sweep DoT, Nova, etc.
-Update on Skoria- I have been using this set as of late. It is REALLY POWERFUL. A lot of the damage skills I use proc it (Jabs, proxy, dawnbreaker) so it really boosts your damage. Was buffed this patch. More damage. Would consider trying to use it.
1PC Bloodspawn + 1PC (Anything that gives health) is great. 2PC Engine is great.
1PC Molag Kena + 1PC Bloodspawn is insanely powerful
Advice:
Willpower is very powerful, and I recommend it for almost all magicka builds. NEVER put points in health. IF you want more health, use prismatic enchantments.
Experiment with armor. Find out what you need and what you don't.
If you are using engine guardian, make use of the resources it gives back!
Let's say I'm using immovable(heavy armor skill) and engine guardian. If I get a stam proc of engine, I'm going to spam dodge rolls, cast immovable, break any cc, etc. If you get a magicka proc, SPAM magic abilities. You want to get the most out of engine guardian. It usually brings you to full resources with some extra ticks. Those extra ticks go to waste if you don't make use of the resource.
Traits:For crafted set bonuses, where you can choose the trait, I recommend the following:
These are presented in order(Greatest to least in my opinion)
Impenetrable - Best trait in PvP. It is a necessity. The damage reduction is too much to give up.
Divines - Allows you to boost your mundus stone effectiveness.
Infused - Allows you to get higher stats.
The other traits are not worthy in my opinion.
For Weapon Traits I recommend the following(Assuming all traits are working as intended):
Nirnhoned(Provides the highest flat damage increase)
Sharpened(Poor man's nirnhoned)
Precise(Crit builds are stronger than before this patch)
Defending(A tiny bit more tanky)
Nirnhoned gives the most spell penetration, so you'll do the most damage. It IS expensive; so, if you can't afford it, go sharpened.
Type of ArmorThis, like most things, is 100% preference.
I recommend running at least 1PC of each armor if you have the Undaunted Mettle Passive. You will be able to push your stats higher that way.
I do NOT recommend 7PC light because: You will be very squishy, the extra Magicka management is unnecessary.
If you want to run a lot of light armor, 5 is the max I would do.
Heavy armor is 100% viable as well. A lot of people run 5PC heavy and 2PC light and do perfectly fine.
Again, like I stated previously, try things out. Duel some friends, do some open world pvp. Find out what works best for you, and go with it.
Weapons:Destruction Staff - High damaging heavy attacks that can help with burst.
Restoration Staff - Useful spells in this tree that I mention earlier
2 Handed Sword - Increase in spell damage, and with sword increase in all damage.
S/B - Defensive Passives that allow more tankiness.
Dual Wield - Increases Spell damage, swords increase overall damage by 5%(as of update 8) allows you to make use of another set bonus
Bow - Major Expedition
Dual Wield provides the highest damage.
Additional InformationChampion PointsNot going to in depth with this because it's something that you should be tweaking based off of your performance. If I find that my Magicka management is too low, I'll take points out of other passives and put them into Spell cost reduction or Magicka regen.
Passives I recommend:
Tumbling
Magician
Mooncalf
Arcanus
Bastion
Block Expertise
Resistant
Hardy
Elemental Defender
Thaumaturge
Elfborn
Blessed
Elemental Expert
One recommendation I have (in regards to the red tree)
If you are trying to mitigate damage, stack Hardy/Elemental Defender BEFORE stacking resistant. By mitigating OVERALL damage, you are killing two birds with 1 stone. Reduction to overall damage is a reduction to critical damage.
The same can be applied to the blue tree (for dps)
Stack OVERALL damage BEFORE stacking critical damage. Pushing overall damage higher will increase your base damage and critical damage.
Enchantments/Attribute PointsA lot of people ask "The Proper Way" to enchant your armor and spend your attribute points.
There is no proper way.
You put points where you need them, and you enchant your armor according to what you need. If you want more Magicka, put points into Magicka. If you want a balanced on all of your stats, enchant/spend points accordingly.
[
They buffed spell damage and recovery enchantments with this update, making them more viable. Personally, I PREFER the recovery enchants over the reduction because they scale higher. With cost reduction, the percent decreases from CP, Light armor, passives, etc. become less and less useful the more cost reduction you have. Whereas with regen, the percentages just scale up and up. Not only that, but CP reduction passive only goes up to about 15-16% if I remember correctly, and the regen passive goes up to 25%.
Mundus StoneSo, for Mundus Stones, I recommend the following:
Apprentice - Increased Spell penetration Damage
Atronach - Increased Magicka recovery
Lord - Increased Max Health
Tower - Increased Max Stamina
Mage - Increased Max Magicka
Shadow - Increased Critical Damage
Thief - Increased Critical Chance
Serpent - Increased Stamina Recovery
If you feel your stats are low, then the middle 3 choices might be what you are looking for.
If you feel your damage is low, Apprentice is a viable option.
If you feel your Magicka recovery is low, Atronach is the way to go.
If the only problem you are having is stamina management, go with Serpent.
RacesSome Races are better than others. However, your Race should not define your playstyle.
Recommended Races for Magicka Builds(Not in order):
Imperial
Dark Elf
High Elf
Breton
Since Race Change is apparently being added, I'm sure there might be some changes to races. So that being said, these are subject to change
Recommended Races for Stamina Builds(Not in order):
Imperial
Redguard
Wood Elf
Khajiit
This is a very lengthy post, so it is bound to have errors. Grammatical or false information, please let me know so I can make changes.
I await and welcome your constructive criticism. Thanks

I hope you found this post of some use. My
@name in game is
@blabafat
EDITS: Added Mundus Stone, Attribute Points/Enchantments, Races, Weapon Traits,
things that were changed for update 7