Browsing yesterday I came across an article yet again, on a guild called Alatreon's website. Check it out:
1. How do you want to play?
Templars are THE healing class of ESO because they are the only class with actually healing skills built in while the other classes need to use healing staff which isn't nearly as effective. But that is not their only strength. Based on my experience, Templars have absolutely devastating DPS and almost all of it is either AoE or can be morphed to AoE making them perfect for PvP or large PvE encounters. And while healing is the normal role for the Templar to take, they can easily be the tank as well even though this won't be as generally accepted.
2. Who will you be playing with?
Will you be playing with friends or will you be playing alone. This is important because you will need to know whether or not you can focus more in one area of skills while leaning on others to cover the other areas. If you solo, you will have to spread your skills out a bit more but this is NOT a bad thing. Solo players will generally level faster then group players but will have some difficulty in Cyrodiil if you try to do PvE. Solo players will also have a little harder time in dungeons because the group won't be a synchronized as players who work together all the time thus giving less experience and probably costing more deaths.
3. PvE or PvP?
This is not as big of a choice as it was in my Dragonknight guide for the reason that almost all abilities on the Templar work very well in both PvP and PvE. The choice becomes a matter of what you want to focus on instead of what is better for you.
Now that you've decided how you want to play, it is time to get to making your character. So lets take a look at everything you can choose and evaluate how it will work in your character.
Breton - (10/10) Bretons are an excellent choice for Templar. Since Templars are pretty much purely magicka based, they work perfectly for the purely magicka based Bretons. The Bretons get increased Light Armor experience, which is great for Templars, increased magicka from Gift of Magnus, decreased spell cost from Magicka Mastery, and increased Spell Resistance. If you get the light armor passives to go along with these passives, the Templar is able to cast spells all day long and with the Templars high attack damage and high healing, all his enemies will fall and all his allies shall live through the day with little more then a scratch.
Orc - (7/10) The Orcs make pretty good Templars but because they are a very Magicka based class, they aren't the best choice. Their increased experience in Heavy armor, as well as their increased health, health regen, and stamina can help if you decide to be a Templar Tank or are just trying to be more survivable and PvE oriented but will hurt if you want to DPS or go PvP. I recommend this race for Tanks.
Redguard - (6/10) Same as the Orcs, Redguards are pretty good Templars but unless you are pure Tank they aren't the best choice. Redguards get increased Shield experience and the rest of their racials are about having more Stamina, which is great for Tanks but not really anything else. I recommend this race for Tanks.
High Elf - (8/10) High Elves are very much like Bretons. They have lots of Magicka and Magicka Regen, as well as bonus damage with fire which helps their Dawns Wrath tree a bit. The bonus Destruction Staff experience isn't very useful for Templars since Resto Staff is amazing for them and they don't have enough fire abilities to make destro staff useful beyond supporting allies elemental damage a little. I recommend this class for mainly support Templars.
Wood Elf - (4/10) Wood Elves make ok Templars. The bonus experience with bow is pretty good and so is the increased max Stamina. But the stamina regen in combat isn't very useful, much like the other regen racials, because it is very easy to reach cap with regen and the Stealthy skill is almost completely useless for a Templar.
Khajiit - (4/10) Khajiit is much the same as Wood Elves in terms of being a Templar. The bonus experience in Medium Armor is useless for Templars, as is the Stealthy skill. The bonus health regen is ok but again, regen isn't very good, and Carnage is the most useful skill of the Khajiit skills for Templar but seeing as critical chance and critical damage quite as important for Templars as it is for Nightblades, Khajiit aren't a very good choice overall for Templar.
Argonian - (6/10) Argonians make decent Templars. They get bonus experience for Resto Staffs which are the best choice for Templars. Their improved swim speed and poison/disease resistance is pretty much useless for all classes. But they get increased health, health regen, and healing received which is pretty good for a Templar who wants to be survivable or wants to Tank.
Dark Elf - (8/10) Dark Elves make pretty good Templars as well. They have lots of increased Magicka as well as some increased Stamina. They get increased fire damage which helps with their Dawns Wrath tree and they get increased fire resistance which helps them with fighting Dragonknights. They also get bonus experience with dual-wielding which is the best melee weapon, though having a shield is better for a secondary weapon. I recommend this race for pretty much any Templar.
Nord - (6/10) Nords make ok Templars. The increased health is ok but it is small, the health regen is ok but regen isn't a huge bonus, the cold resistance is fairly useless since very few enemies use cold damage, but the armor bonus can be great for a Templar using light armor to make up the armor lost by not wearing heavy armor. The bonus experience for two-handed weapons though is fairly useless since dual-wielding is much better overall. I recommend Nord for light armor Tanks that want to remain survivable.
Imperial - (8/10) Imperials can be a pretty good race for Templars. The bonus experience for shield can be useful for a secondary weapon. Imperials also get tons of bonus health and tons of bonus stamina which is always great, especially for Tanks, and have a 10% chance to get health back every attack (the health gained scales to level). I recommend this race to any Templar but mostly Tanks.
Two-Handed - (4/10) Two-handed weapons aren't good for Templars at all. They are too slow and require melee range for fighting and with the way Templars are set up, they should be attacking from range or be using quick attacks in close-range combat.
One-Hand and Shield - (10/10) One-Hand and Shield is a perfect secondary weapon for Templars since it allows them to be a lot more survivable while using a Resto Staff (very strong for a Templar) for their main weapon. It is also good for if you want to Tank as a Templar.
Dual-Wield - (9/10) Dual-Wielding weapons is great for Templars who always want to fight from melee range. The Aedric Spear skills work together perfectly with Dual-Wield weapons.
Bow - (8/10) Templars are strongest at ranged combat and the bow allows them to add some physical ranged damage to their otherwise mainly magicka based attacks.
Destruction Staff - (5/10) While ranged attacks are powerful, the skills offered by the destro staff just don't seem to have that nice flow with the Templars class abilities like the resto staff does. Its good for more elemental magicka based damage but since Templars already have enough Magicka based damage and very few of their class skill are helped by destro staff, this weapon isn't very helpful overall.
Restoration Staff - (10/10) Every Templar should train with Resto Staff at last a little. It has good damage, heals the Templar so they can save their Magicka for damage, and help them be a better healer in dungeons. Even if you don't plan to heal dungeons, having the resto staff just in case is always a great idea for a Templar.
Light Armor - (10/10) Unlike the Dragonknight, I can easily rate armors for Templar. Since Templars are the best healing class in the game and have tons of ranged Magicka based damage, Light Armor is the obvious choice for them. Light Armor gives lots of decreased spell cost, lots of Magicka regen (this is why it's easy to reach cap), tons of increased spell resistance, the ability to ignore almost half of an enemies spell resistance, and an increased chance for spells to crit (and I believe that includes healing spells). This means more tons more healing and tons more damage for Templars. And if you want to keep some of your tankiness with a Templar, just equip a Heavy Armor Chest piece and Legs or Pauldrons and get some of the Heavy Armor bonuses and you will be at about the average Medium Armor's rating.
Medium Armor - (1/10) This armor set, however, I can't really condone using since its bonuses aren't very helpful to any Templar who isn't going be using lots of weapon skills and trying to stealth attack a lot. I may be wrong but I believe you should only get this tree for use during Dark Brotherhood and Thieves Guild quests, or if you plan on stealing a lot of things. The increased critical chance is helpful if you want to use the method mentioned above by using 2 armor pieces for medium armor instead of heavy but I'd say, if you are going to do that, then do light armor instead.
Heavy Armor - (7/10) Heavy Armor is a great choice for Templars, especially if you want to Tank. I highly recommend taking 2 pieces of Light Armor though (belt and gloves) so that you can cast more spells since that will be important in all walks of Tamriel. As tanky as Heavy Armor makes you, I only recommend using more then 2 pieces if you are going to be a Tank.
4. Class Trees
I am having a ton of trouble telling people what class skills to get for their hotbar simply because all of the class skills for Templar are amazing for a large variety of situations. So when picking out your skills to put on the hotbar, be sure to look at the ratings and the effects and choose what skills would work best based on your personal choices. I will still try to guide you as much as I can but your personal preference is gonna matter a lot for Templar.
Aedric Spear - This class tree is incredibly good for close range fighting and crowd controlling enemies.
Puncturing Strikes - (9/10) This skill is amazing for damaging enemies that get to close and because its damage is in a cone, it can smash lots of enemies in melee range at once. It has the added effect of doubling damage to the closest enemy then knocking that enemy back. The Biting Jabs Morph helps deal TONS of critical damage to enemies with low health which makes it an absolutely perfect finisher for whole groups of enemies at once. The Puncturing Sweep makes the cone larger for this attack, which I don't recommend since its only a small difference in size and the crit bonus from Biting Jabs is much more helpful. I recommend this skill if you ever intend to fight close range or if you want to be able to charge in and finish off groups of enemies.
Piercing Javelin - (7/10) This skill is great for knocking back players that get too close or that are trying to close the gap between you and them in general. The Aurora Javelin Morph increases the damage based on how far away the enemy is so it becomes a great skill for finishing off stragglers that are attempting to run away since it deals bonus damage and knocks them over. The Binding Javelin Morph is great for keeping enemies knocked down and essentially stun locking them.
Focused Charge - (9/10) This skill is great for closing the gap between you and the enemy, stunning/silencing them and dealing tons of Magicka damage. The Explosive Charge Morph spreads that damage to all nearby enemies and not just the enemy you aimed for which means great AoE damage. The Toppling Charge Morph knocks the enemy off-balance as stunning them for a couple seconds and dealing lots of damage. I recommend this skill for getting in close for melee combat, this skill works well in combination with Punturing Strikes.
Spear Shards - (8/10) This skill does AoE damage, has a large range, disorients 1 enemy, and allows allies to pick up a spear and use it to regenerate their stamina. The Luminous Shards Morph adds more stamina regen and also adds magicka regen to the spear that allies pick up. The Blazing Spear Morph does damage over time to the area and also stuns 1 enemy instead of disorienting them.
Sun Shield - (10/10) This skill is great for dealing damage while fighting in the middle of a large enemy group. It gives a damage shield based on a percentage of your max health for a few seconds, damages nearby enemies, and grants an even larger percentage of shield based on how many enemies you hit when activating it. The drawback is that is causes you to regenerate no magicka while it is active. The Radiant Ward Morph adds additional damage to enemies hit on activation. The Blazing Shield Morph returns damage to nearby enemies based on damage received starting at 50%.I recommend this skill if you plan to be fighting in melee combat, works really well in combination with Puncturing Strikes and Focused Charge.
Dawn's Wrath - This class tree is amazing at dealing tons of ranged damage to enemies and also at making enemies essentially kill themselves.
Sun Fire - (9/10) This skill has huge range and deals lots of fire damage to a single target with tons of additional damage overtime as well as snaring them. The Vampire's Bane Morph adds even more additional damage over time. The Reflective Light Morph causes the spell to also damage and snare 2 other enemies, but not add the damage over time. This skill is great to have because of its extremely large range, the large amount of damage it does, and its ability to hit 2 additional enemies.
Solar Flare - (8/10) This skill has a very large range, does a very large amount of damage and makes the next attack you perform against them or enemies nearby have a lot of additional weapon and spell power but it also has a cast time of 1.5 seconds so it isn't instant like many abilities and the additional weapon and spell power doesn't apply to this skill or any of its morphs. The Dark Flare Morph causes the enemy to receive less healing for a few seconds. The Solar Barrage Morph changes this skill so that it doesn't have a large range and instead hits enemies near you, loses about half of its damage, turns into an AoE, and turns into an instant cast spell but it keeps the increased weapon and spell power and that bonus damage doesn't apply to this skill, the other morph, or the original skill. This skill is good to use at range before using other ranged attacks or the Solar Barrage is good in combination with Explosive Charge and other melee skills.
Backlash - (10/10) This skill is very interesting and I actually believe it will lead to many players who don't know about it saying "that guy cheated! I had full health and he one shotted me!" but what it does is cause the enemy to store up all damage they take for 6 seconds, essentially becoming invincible, then once those 6 seconds are over they take all that damage at once as well as bonus damage based on how much damage was stored up (a little more than 30% more damage) and it has a very long range but it also has a cast time. The Purifying Light Morph adds a healing pool when the effect ends that heals allies who stand in it every 2 seconds for 6 seconds. The Power of the Light Morph increases yours and allies weapon damage against him by 2% per hit for the first 5 hits. I recommend all Templars take this skill since it essentially increases all damage against him by a little more than 30% for 6 seconds and also has the added effect of making it much much harder for healers to keep him up since all the damage will hit him at once.
Eclipse - (8/10) This skill has a very large range and causes any single target spell that the target casts over the next 4 seconds to reflect back to the caster. The Total Dark Morph causes the enemy to have decreased spell power for a few seconds after the effect ends. The Unstable Core Morph causes moderate damage to enemies nearby the target when the effect ends. This is a great skill to use against each enemy on the front lines so that they cannot attack your allies, damage themselves, and damage their allies when the effect is over if you get the Unstable Core Morph.
Blinding Light - (8/10) This skill is an AoE that causes all enemies near you to have a 50% chance to miss and be set off balance for the next few seconds. The Searing Light Morph also adds damage to all enemies affected by this skill. The Blinding Flash Morph causes the effect to not last quite as long but it pulses every 2 seconds for 4 seconds meaning that if you were to move around, you could affect a much larger range of enemies with the skill. This is good to have if you are going to be in close-range combat since it causes enemies to miss you much more often and so makes you much more survivable in close combat.
Restoring Light - This is THE healing class tree. The only healing class tree...in the whole game. There is a healing weapon skill tree but Templars are the only class that have healing spells built in. Every Templar should have some of these skills bought just in case they need to do some healing.
Rushed Ceremony - (10/10) This skill heals a nearby ally for quite a bit of health and it also has a very large radius and from what I understand it automatically targets the ally will the lowest health but it takes quite a bit of magicka so it should be saved for when allies need heals now. The Honor the Dead Morph restores a percentage of the spells cost when you heal a target with low health. The Breath of Life Morph heals 2 additional targets for a lesser amount of health. This skill is great since it can affect you if your health is low but it also allows you to provide quick healing to everyone nearby. Every Templar should buy this skill, just in case it is needed.
Healing Ritual - (10/10) This skill heals all nearby allies in a smaller radius for a smaller amount of healing, has a cast time and heals the caster for about 30% more but it also costs a lot less magicka so it is more available to use since it won't completely drain the caster of their magicka. The Ritual of Rebirth Morph heals the caster for even more. The Lingering Ritual Morph heals all affected targets by an additional amount 8 seconds after the original heal. This skill is great for more continuous healing and I once again recommend that every Templar buys it for just in case.
Restoring Aura - (5/10) This skill passively increases your stamina and health regeneration by 15% and gives nearby allies 80% increased stamina and health regeneration for a few seconds upon activation. The Radiant Aura Morph increases the radius by a few meters. The Repentance Morph changes the increased regeneration to allies on activation to healing a small amount of health and stamina for each nearby corpse upon activation as well as make the spell cost nothing but each corpse may only be used once for this.
Cleansing Ritual - (7/10) This skill instantly removes 1 negative effect from the caster and creates an aura that heals allies every 2 seconds for 12 seconds and allows allies to use the Purify Synergy to remove all their negative effects and heal themselves for a small amount. The Purifying Ritual Morph reduces the cost and removes additional effects from the caster. The Extended Ritual Morph increases the duration of the aura by several seconds.
Rune Focus - (8/10) This skill creates an area of self protection that gives increases armor and spell resistance. The Channeled Focus Morph restores magicka so long as the you remains in the rune. The Restoring Focus Morph gives increased healing while in the rune.
Radial Sweep - (9/10) This Ultimate does a lot of damage to all nearby enemies and has a very low cost. The Empowering Sweep Morph increases the armor of the caster for each enemy hit. The Crescent Sweep Morph deals additional damage to all enemies in front of the caster. This is a perfect Ultimate if you plan on fighting in close range combat
Nova - (8/10) This Ultimate has a very large range and causes enemies to deal 40% less damage, take a moderate amount of damage every second for 8 seconds, and allows allies to activate the Supernova Synergy which deals damage and stuns all enemies in the area. The Solar Prison Morph changes the Supernova Synergy to the Gravity Crush Synergy which does additional damage and stuns for a longer amount of time. The Solar Disturbance Morph causes all enemies in the AoE to get snared while standing in the area. This skill is great for ranged Templars so they can do tons of damage at range but the cost of this Ultimate is a lot higher than Radial Sweep.
Rite of Passage - (10/10) This Ultimate heals all nearby allies for a moderate amount every .5 seconds for 4 seconds but requires the caster to stay still for the 4 seconds that they are casting the ability. The Remembrance Morph causes allies to take 30% less damage for a few seconds once the healing is finished. The Practiced Incantation Morph increases the channel duration. This Ultimate is perfect for healing and every Templar should have it just in case and it's doubly important for PvP.
Again, I would go into the other skill trees but they really depend entirely on what the player does through the course of their game rather then just how far they've progressed in levels. I hope that everyone finds this guide helpful when making their Templar and if anyone has any suggestions to make this guide better then feel free to send me a message.
This guide is brought to you by Athrek of alatreon-gc.com
It wasn't until the other day when I was writing a new addition to my website, Investment vs. Return, when I popped over to the Brotherhood of Redemption teamspeak for a little chat with the officers and guild leader. It quickly went from a formal interview to a swap of information and theories between game theory and economy theory. As you probably already know, I run an economy website. Most of the guilds prior to interview knew this fact about me. More often times than not, the guild is the one that initiates questions about the economy and what it is that I do. The Brotherhood of Redemption was different in this respect. While they did question me about what it was that I did with Tamriel Gold Goblin, they made suggestions that opened my eyes. I see the Brotherhood of Redemption as an endless sea of knowledge, their members come from all different sources. The time and dedication they have set aside strictly for ESO is simply mind boggling.
Brotherhood of Redemption is a PVX guild, They are recruiting 18+ members. They get the ChillBilly seal of approval for organization, and are a well oiled machine in PVP. Each member treats you as family. They are female friendly (which I like).
Most guilds think only about recruitment 'How can we get more members?' Brotherhood of Redemption, on the other hand cares about knowledge and informing their members. In the olden days, medieval days if you will, the royalty of the land only wanted the peons to know that the royalty were in control. This is how government worked back in those times. When I originally set foot, (my virtual foot at least) at BOR's website, I immediately thought of those medieval times. I was judging a book by it's cover. I visualized Kings and Lords, Nobles and Knights, peasants and peons.
So I prepared myself going in for the interview to see just that. Little did I know I was about to enter a realm of individuals who had personally worked together on each and every decision. It was a realm of equality. Each had put in the time and the effort to make what the Brotherhood of Redemption stood for. They stood for virtue and equality. Each member knows what it is to stand for something, they know that their actions reflect BOR, I have a huge amount of respect for members that realize that.
I am walking away from this guild with more knowledge, and perspective. A book is not always what it seems from the outside. As for aesthetics of their website. When you visit, you will see tons of information, walls of text, and an elegant structure. I ask that you look deeper into this guild, as they are a diamond in the rough.
Brotherhood of Redemption, I salute you, I had fun with you in PVP, and look forward to more interactions with you in the coming months.
Have you met Brotherhood of Redemption? Post a comment below with your experience.
Do you have a guild that needs an extensive featured review? Send ChillBilly a private message or leave a comment below.
It's not always peaches and cream being me. As a writer naturally I get a lot of questions about different things. One of my most favorite questions to answer is the subject of this post. It's a common question so I thought I would spend a little bit of time explaining the pros and cons of creating your own guild vs joining one instead.
Naturally you will find that if you create your own guild, you have the freedom to do with it what you please. You obviously cannot go too bold with this option, because when players join a guild, they do not want a great dictator telling them how to play. So a proper balance is needed to make sure you are providing your members with the advantages they seek.
Members seek support. Unfortunately, you cannot create a guild alone. Especially if you want any sense of community. So you have to seek out officers to help make this happen. Then you have to worry about organization. In my previous post about guilds and what you need to do to make a successful pre-launch guild, I explained a little bit about organization. Also, I explained that guilds take a lot of work. So really it boils down to one thing:
A few years after high school, I joined the local fire
department. It wasn’t five or six days after I signed the papers to become a
firefighter, I was working my first structure fire. I was terrified, but my
good friend and fellow firefighter grabbed me by the straps that held my air
tank, and dragged me inside this small burning house. He pushed me down to the
floor while handing me the fire hose. He yelled into my ear, "Now! Put the wet
stuff, on the red stuff, don’t be scared, I am right behind you!” We crawled
inside, it was damp, steamy, and we couldn’t see anything because of all the
smoke. Then for a brief moment the smoke suddenly lifted from the floor and we
could see the flames. It was the most beautiful sight I had ever seen. Just
before I opened the nozzle to extinguish the flames, a burst of hot air rushed
towards us, and flames rolled over our heads. It was at that moment, I was
hooked. What happened in only a few moments roped me into years of these amazing
My guild noticed that a lot of the "bugged" quest bosses were simply because the instanced boss wasnt left alone long enough to respawn. We found that if everyone in the room left and waited a minute or three before entering again, it worked.
I was under the impression that this wasn't the full game, this was an old version of the game. They bugs and glitches are already fixed in the newest/full game and has been thoroughly tested. The beta is simply to test the serverload/servers.
lisbeth you should be a writer for the forum. alot of your forum posts could be expanded a bit more and fit the role i enjoy reading your posts they are helpful and clear when trying to understand them
I love midnight lines for a new game. only have done it once and it was for Assassins creed and my next will be for destiny. Amazing crowd of people who all share a interest and you can talk to while you wait to finally pay at the one only....
I've only ordered the l33t edition once for an xbox game. I got a card game and a coin to flip for it. I'll never order something with physical content again lol. I prefer ingame content and perhaps a huge map of the battlefield.