This has 2 setups. The first one is very time consuming, but fancy and deals great damage, and gives you some major sustain.
The Moondancer: This build to set up can take major grinding in Maw of Lorkhaj. If you do decide to farm this place, I REALLY recommend Treasure Hunter Passive.
This build has some major sustain to it with Lunar Blessing; it also has some major burn damage potential with the Shadow Blessing. Each blessing lasts 30 WHOLE seconds. Also, if you do not have the blessing you'd like, pick up another synergy and hope.
Breakdown of Moondancer:Max Magicka - Adds decent spell power and sustain.
Minor Slayer - 5% damage boost to all adds/bosses in dungeons (delves, trials, dungeons, public dungeons, maelstrom arena, dragonstar arena)
Spell Damage - I mean who doesn't like that.
Activating a synergy gives either Shadow Blessing (448 spell damage. Yup!) or Lunar Blessing (448 Magicka Regen. Yup!)
Build #1: The Moondancer
All traits: Divines.
Armour Glyphs: Magicka
Weapon #1 Glyph: Weapon & Spell Damage
Weapon #2 Glyph: Shock
Jewellery Glyphs: Spell Damage
Helm: Maw of the Infernal/Valkyn Skoria/Illambris
Shoulders: Maw of the Infernal/Valkyn Skoria/Illambris
Chest: Mothers Sorrow
Gloves: Mothers Sorrow
Belt: Mothers Sorrow
Legs: Mothers Sorrow
Feet: Mothers Sorrow
Necklace: Moondancer
Rings:Moondancer
Sword #1: Moondancer - Precise
Sword #2 Moondancer - Sharpened/Precise/Nirnhoned
Backbar: Maelstrom/Moondancer Lightning Staff - Sharpened/Precise/Nirnhoned
Build #2: Julie's Mother (cannot think of a decent build name):
All traits: Divines.
Weapon #1 Glyph: Weapon & Spell Damage
Weapon #2 Glyph: Shock
Jewellery Glyphs: Spell Damage
Helm: Maw of the Infernal/Valkyn Skoria/Illambris
Shoulders: Maw of the Infernal/Valkyn Skoria/IllambrisChest: Law of Julianos
Gloves: Mothers Sorrow
Belt: Mothers Sorrow
Legs: Law of Julianos
Feet: Law of Julianos
Necklace: Mothers Sorrow
Rings:Mother's Sorrow
Sword #1: Law of Julianos - Sharpened
Sword #2 Law of Julianos - Nirnhoned
Backbar: Maelstrom/Julianos Lightning Staff - Sharpened/Precise/Nirnhoned
Build #3 Julianos + Moondancer:
All traits: Divines.
Weapon #1 Glyph: Weapon & Spell Damage
Weapon #2 Glyph: Shock
Jewellery Glyphs: Spell Damage
Helm: Maw of the Infernal/Valkyn Skoria/Illambris
Shoulders: Maw of the Infernal/Valkyn Skoria/Illambris
Chest: Law of Julianos
Gloves: Law of Julianos
Belt: Law of Julianos
Legs: Law of Julianos
Feet: Law of Julianos
Necklace: Moondancer
Rings: Moondancer
Sword #1: Moondancer - Sharpened/Precise
Sword #2: Moondancer - Precise/Nirnhoned
Backbar: Maelstrom/Lightning Staff - Sharpened/Precise/Nirnhoned
Build 4: War Maiden + Julianos.
All traits: Divines.
Weapon #1 Glyph: Weapon & Spell Damage
Weapon #2 Glyph: Shock
Jewellery Glyphs: Spell Damage
Helm: Maw of the Infernal/Valkyn Skoria/Illambris
Shoulders: Maw of the Infernal/Valkyn Skoria/Illambris
Chest: Law of Julianos
Gloves: Law of Julianos
Belt: Law of Julianos
Legs: Law of Julianos
Feet: Law of Julianos
Necklace: War Maiden
Rings: War Maiden
Sword #1: War Maiden - Sharpened
Sword #2: War Maiden - Precise
Backbar: Maelstrom/Lightning Staff - Sharpened/Precise/Nirnhoned
Wahh infused BIS backbar!! If you REALLY want to use it - go for it.
Reason for Maw of the Infernal: From HotR Patch Notes:
Any monster summoned by an Item Set proc now inherits any bonuses you have. The most notable bonuses are damage done and healing done from passive abilities, Major/Minor buffs, or the Champion System.
so yep, op. Hits like a truck.
If you don't want to use it, then I'd Suggest Valkyn Skoria - it outpreforms grothdarr. Haters be haters, it does now. avg 1.3-1.6k DPS range on skoria vs target dummy 3m. Also can proc burning as well. Grothdarr for me is average 800-900. Also it looks like a more messed up Sloth from the Goonies. 10/10 gross. I'm gay, trust me on aesthetics and fashion.
Spells:
Bar 1: Purifying Light, Vampires Bane/Reflective Light, Puncturing Sweeps, Radiant Oppression, Inner Light. Ultimate: Shooting Star.
Bar 2: Trap Beast, Elemental Blockade, Harness Magicka, Blazing Spear, Inner Light. Ultimate: Elemental Rage
Image of how they look:
Rotation:
Start off backbar: Rearming Trap | Light Attack | Elemental Blockage | Light Attack| Blazing Spear | Light Attack ===> Front Bar ===>
===> Purifying Light | Light Attack | Vampires Bane/Reflective Light | Sweeps | Light Attack | Sweeps | Light Attack | Reflective Light (ONLY if you have this morph, if using Vampires bane, skip)
===> Repeat from backbar.
If you have ultimate, use it straight away, then use meteor from thereout, unless you forget, then use destro ultimate if it's there.
Champion Points:Red Tree:The Lady:
49 Thick Skinned
49 Hardy
49 Elemental Defender
The Steed:
49 Ironclad
24 Spell Shield.
Blue Tree:The Ritual:
75 Thaumaturge
The Apprentice:
56 Elemental Expert
66 Elfborn
23 Spell Erosion.
Green Tree:The Shadow:
45 Shadow Ward
30 Tumbling (jump points aren't great here, sadly, but I prefer to have treasure hunter passive for that dank loot).
The Lover:
100 Tenacity
45 Arcanist. Reason for not 100 or any higher than 45 is because 100 points for me adds like 60 regen. I don't find it justifiable.
Mundus Stones:
Dungeons + Other 4 Man group content: The Lover
Trials: The Apprentice.
Races:
#1: Breton: With Max Magicka, Spell Resistance and Cost Reduction, I find them very useful on a Templar. They do a lot of Magic Damage, so it's the reason why race #2 is #2.
#2 Altmer: Hate having to put this stupid overused race here, but Max Magicka, Regen and upgrades your Elemental Damage (Meteor, Vampires Bane/Reflective Light and Destro Ult + Monster Helm - depending on which one) Big Woop, 500ish more DPS.
#3: Dunmer: Gives Max Magicka, increases Elemental Blockade Slightly, increases Meteor + Vampires Bane/Reflective Light a lot and monster helm depending on which one.
If you really want to use this class, I guess an Inferno isn't awful, since it'd do more dps. You'll just lose some sustain and AOE, as now inferno staves do not give as much regen back as Lightning. But hey, more fire damage!
Vampirism: Up to you. I personally don't like it much. Makes you tanky at lower HP, but like... increases your fire damage taken. Dungeons do a lot of it. Small regen is nice, but I don't find it great. But hey! Not my choice if you wanna roll a vampire, eh?
More or less the end of the build. If anyone needs help still with a Templar, then I do not mind helping you out. If you have any suggestions, then I'll try to look through them. If you wanna nit pick, go ahead. If you're right, I'll fix. If I think you're wrong, then you're just a moon worshiper.