Before I begin this is for PvE, not PvP. It is an all around build for End Game PvE as a templar if you want to heal or do damage.
Templar Damage / Healer for Trials, Dragonstar Arena and Dungeons
I will try to keep this as updated as I progress.

Difficulty of The Build
This build does require a lot of awareness, especially inside Dragonstar Arena, I would recommend getting some practice in dealing heavy damage while doing minimal healing as you can as this build is mainly focused around high sustain magicka pool and high dealing damage. In trials this build is much easier to maintain and pull off.
My stats for healing bar set up and damage bar set up with dual swords
Strengths
You’re going to be doing a ton of damage, all around. The build has a massive amount of sustainability followed with high spell damage; the rotations are very easily done, to pull high dps. You’re going to be pulling some numbers close to your Dragonknights
Weaknesses
In Dragonstar Area you have to be very precise and focus as much as you possibly can, I would suggest to get an addon to show your allies max health as you’re going to need to look their quite often. At first this will be hard to manage resources somewhat until you get the timings down, playing the DPS / Heal to this extent is extremely difficult.
Race Discussion
There have been many Templars wondering what the best race for them to pick, and in the end it depends on what you want to do, this build is highly built around damage. There are two choices: Altmer and Breton, but the one that is going to win will be Altmer because of the Elemental Damage increase (Elemental Talent: Increase Damage with Frost, Fire, or Shock effects by 4%). The reason why this is so important is because it is offering you free damage increases where as a Breton you get offered none of that. Some like the reduce spell cost that Bretons provide but honestly once you reach 300 Champion Point mark you will start to notice how you do not need this. In the end I believe Altmer is the best choice for Templars.
Gear Set Up
There are two set ups, depending on how comfortable you are on running with as low health as I do in exchange for higher Magicka which means more damage

or you can sacrifice a bonus for a health bonus. Personally I recommend starting out with the extra health set up so you can get used to dealing the damage and healing at the same time business.
Why do I wear 1pc Skoria and not the 2pc? Simple, you’re a Templar, you don’t spec into Elemental Expert you Spec into Thaumaturge, you want the 1pc so ideally you can get the max health bonus from it and the max Magicka enchantment and 2% from undaunted depending if your Skoria shoulder is Medium or Heavy.
Why do I use 2 swords? The passives are broken at the moment and you gain extra spell damage, and because 2 nirnhoned swords will do far more damage than anything else.
Mundus Stone
The Apprentice, why? Because this does the most damage all around, some argue The Shadow or The Mage but honestly, the Apprentice right now is doing the most damage, and that is what your build is all about. The Mage gives nice sustained and added DPS all around, but I believe with the testing’s I’ve done that The Apprentice is the right choice.
Dragonstar Arena / Group Dungeons Bar Set Ups
Healing Bar (Main Bar)


Inner Light:This skill is amazing and can be a key to your burst DPS, toggling the skill for use of Might of The Guild is a huge bonus to your DPS at critical moments. It also provides you 10% Spell Critical and 5% Max Magicka as well as the Mages Guild Passives. It’s a must.
Breath of Life: Your second go to heal.
Repentance: Your first go to heal, it’s good to let bodies pile up for when you need them so you don’t need to waste Magicka Casting Breath of Life, it’s also great for Stamina Builds timing for when they need their Stamina and when you have to heal is great to learn.
Combat Prayer: Probably one of the most extremely useful buffs in this game and why this skill makes you use a restoration staff in VDSA.
Proximity Detonation: Great skill for casting at the right times for some extreme burst damage, goes well with Might of The Guild.
Channeled Focus: because of the sustain issues that you may have, it’s an amazing skill and it also buffs your healing for an added bonus.
Crescent Sweep: Great for Portal Damage in Dragonstar and has some amazing situated uses.
Damage Dealing Bar Set Ups (Off Bar)

Inner Light: This skill is amazing and can be a key to your burst DPS, toggling the skill for use of Might of The Guild is a huge bonus to your DPS at critical moments. It also provides you 10% Spell Critical and 5% Max Magicka as well as the Mages Guild Passives. It’s a must.
Solar Barrage: This skill is amazing for attacking multiple enemies around you combined with Blazing Shard. Also provides Empower.
Radiant Oppression: Your execute, being using at 30% for high damage ticks, higher as target goes down. Because of this build having high Magicka your execute will be doing insane damage.
Puncturing Sweep: With 1-2 enemies around you spam this skill, it’s amazing and his a great heal applied to it. Also procs Burning Light almost every cast.
Blazing Spear: This is great to start off with and stunning enemies and using it as a damage over time tick. Also use this for AoE at a distance.
Breath of Life: on some rounds in DSA this is extremely useful to do so you can quickly swap back and forth to DPS without needing to swap bars.
Solar Prison: Extreme AoE damage Ultimates, when timed well it has insane damage for the overall fights.
Trial Bar Set Up
Damage Bar (Main Bar)

Inner Light: This skill is amazing and can be a key to your burst DPS, toggling the skill for use of Might of The Guild is a huge bonus to your DPS at critical moments. It also provides you 10% Spell Critical and 5% Max Magicka as well as the Mages Guild Passives. It’s a must.
Vampires Bane: Is a fantastic damage over time to use, reapply when it's needed. It is Elemental Damage so you will need some points into Elemental Expert to make it stronger if you are not an Altmer.
Radiant Oppression: Your execute, being using at 30% for high damage ticks, higher as target goes down. Because of this build having high Magicka your execute will be doing insane damage.
Blazing Spear: In trials on bosses this is good to use with Vampires Bane, both are high deal Damage over Time skills.
Puncturing Sweep: Single target DPS, your main skill. You can't block cast with this skill so be careful, also timing light attack weaving with this skill can be quite difficult until you get used to it. For more information on that please watch
@Alcast
https://www.youtube.com/watch?v=D2MD9HPfjLYDark Flare: In some instances Dark Flare will win over Puncturing Sweep for long distance fights, Dark Flare also grants Empower. Weaving with Dark Flare is also difficult.
Solar Prison: Great damage however mostly in Trials you will be required to use this skills more of defensive than offensive.
Utility Bar (Off Bar)


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Inner Light: This skill is amazing and can be a key to your burst DPS, toggling the skill for use of Might of The Guild is a huge bonus to your DPS at critical moments. It also provides you 10% Spell Critical and 5% Max Magicka as well as the Mages Guild Passives. It’s a must.
Blazing Shield: In certain trials mostly Hardmodes you will be required to use this damage shield to absorb damage as pretty much every attack you have will force you to drop block as you can't block cast Dark Flare and Puncturing Sweep. It also provides additional damage on explosion.
Channeled Focus: If you're having a fight that is going to take more than 5 minutes, this skill is great to have as it restores your magicka. It has proven useful at times.
Combat Prayer: Honestly this is here depending on the fight and the group you are with, as this grants you Minor Berserk it's great to use at the start of a fight of a small boss fight something from AA or HRC this will be useful for some great opening burst damage.
Proximity Detonation: This is another skill that is here for burst damage depending on the fight, opening with this skill can critically hit for >30,000 Damage.
Destructive Clench: Combining this with Vampires Bane and Blazing Spear will cause you to have 3 major damage ticks. This skill is amazing to use in long period fights.
Solar Prison: Great damage however mostly in Trials you will be required to use this skills more of defensive than offensive.
Champion System
My current Champion Points are
405 yes that is a big number, however I have managed with this build since ~300 Champion Points, I’m not going to argue that you need a set amount, there are work arounds that I have provided for you that I have swapped out with my point gains.
The Warrior
With the Warrior Constellation your main worries are going to be putting points into Elemental Defender, Hardy and Thickskinned as those are flat increases and almost every single thing in this game is damaging you by either those 3 or even two at once. The reason you don't put your points into Spell Shield is because it is a percentage gain of your current Spell Resistance, overall you are losing out. However putting in 1 point is worth it. A quick overview of how my current set up is;
The Steed
Block Expertise: 1
Spell Shield: 1
The Lady
Hardy: 55
Elemental Defender: 55
Thick Skinned: 22
Spell Shield: 1
The Lord
Bastion: 1
Quick Recovery: 1
The Thief
With the Thief Constellation for starting off I recommend throwing 30 Points into Arcanist to grant you the Synergizer passive is the most preferred at starting, then finishing off Magician. Once maxed you can start putting points into other things and then start to max out Arcanist. The same thing with Arcanist it is a percentage gain based on your current.
The Tower
Magician: 100
Bashing Focus: 1
The Lover
Arcanist: 34
The Mage
For The Mage constellation what I recommend doing at first is to put 30 Points into The Apprentice tree, doing a 3:1 split between Elfborn and Spell Erosion until you get Spell Precision Passive then move onto The Ritual, once maxed out continue doing a 3:1 split between Elfborn and Spell Erosion. IF you want Elemental Expert because of your race or you prefer to include it do a 2:1:2 split between Elfborn, Spell Erosion and Elemental Expert.
The Apprentice
Elfborn: 27
Spell Erosion: 8
The Ritual
Thaumaturge: 100
Thanks to all that have helped, this build has been a huge progress for myself in seeing how exactly I can max out my damage and still maintain my max Magicka at the same time, I’m unsure if there are improvements to be had, I am open to tips. I will also update this thread later on with some Damage Reports taken from Trials.
As mentioned by
@TehMagnus would be the ideal potions to use
There is currently what seems to be a bug or at least incoherence linked to the spell crit potions, these don’t work well because, contrary to the tristat pots, you can only use them when your character isn’t doing any combat animation. As
@benawaw89 pointed out to me, there is a potion that gives us what we need and doesn’t force us to stop any combat action before using it and that is the Panacea of Detection below:
http://i.imgur.com/jNYfeR3.png
This gives us everything we need, SPell Damage + Magicka + Magicka Regen (in any case we don’t need the Spell crit buff since it doesn’t stack with inner light/sea of flames). You can craft these with Lady Smock, Corn Flower and Wormwood.
Damage Screenshots - Updated Soon