Watching folks around me play, it seems that the best way to survive solo is
1) burst dps
kill mobs before they have a chance to summon, heal or charge power attacks
2) range dps
3) knockbacks
4) knockdowns
5) slows and kiting
Meanwhile, my Templar tank is set up for sword and board tanking with an off-healing capability through the restoring light class skills.
My toolbar was set up with four stamina based skills from the Sword and Shield weapon skills line, and one class based heal -
1) Ransack - attack that taunts your target for 12 seconds and reduces their damage 25%
2) Absorb magic - duration 1 minute, the next spell cast on you is absorbed and you get healed by it instead
highly situational !
3) Low cut - debuffs enemy damage another 20% and slows their movement.
so situational I can't ever remember using it. never have enough stamina for such niceties, and a melee kiting skill, huh?
4) Repentence
Restores 50% stamina and about 20% health when an enemy falls. Useful, but in the sort of fights where you get most of this tend to be the ones where you least need it anyway.
My class skill heal occupies the final slot, but it's hard to say because the lettering is wearing off my [5] key. Honour the Dead - cost 300 Magika, Heals 300 or so health. Instant cast. When used on a target below 50% health, 60% of the power cost of the skill gets returned over 12 seconds. It gets used a lot!
So, where other people were using CC, ranged attacks and burst DPS to take down elites or pairs of mobs, I just walk up to them and start left clicking. I've heard that even at the softcap armour doesn't add that much mitigation (15% compared to full cloth?) and i'm slowly autoattacking a pair of mobs, trying to dodge two sets of power attacks or take down the healer while the other puts a red circle around their feet. I felt quite vulnerable up to 30 or so, in fact the first 15 levels I seemed to wind up dead far more than a "tank" should.
That said, I probably fare a little better than CC/DPS types would against bosses, since dungeon bosses are immune to the CC effects, and the points I wasted on marginal survivability bonuses might make the small difference between not surviving and surviving.
Then at level 30 I finally realised that I had enough skill points to buy a DPS skill. Went for the Templar Sun Fire line, the "Vampire's Bane skill", which replaces Low Cut on my quick bar. This is a ranged fireball that puts a long lasting DoT on the opponent, slows their movement speed and runs off Magika - now I've got two skills that use Magika, two that use Stamina and the on-defeat restoration skill that uses neither.
It seems to make a big difference to soloing world bosses! I can open with it from range, kite a bit. Fight in melee till they attempt a power attack, then I can back up, set them on fire again and kite while I regen. Ended up soloing Reconaissance Camp with ease, though perhaps that's a world boss that's not as difficult as it looks (two diamonds on the health bar, but they seem underpowered compared to some of the one diamond elites I fought and can be taken one at a time)
It's got me thinking about all the Munchkin build choices you could go for if you weren't trying to fill a particular group niche.