Templars can specialise into one of these three Ascendancy classes: Inquisitor, Hierophant, Guardian.
The Templar is a strength/intelligence hybrid character class.
Classes | Inquisitor | Hierophant | Guardian |
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Skills Build |
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The Inquisitor is an Ascendancy class for Templars. It generalized on enhancing elemental damage in very different ways. He can, among other things, specialize in critical strikes with Righteous Providence and Inevitable Judgement, consecrated ground with Sanctuary and Pious Path to make them more dangerous against enemies, give huge defensive bonuses to themselves and allies, and increases its uptime even outside of it, and Instruments of Virtue and Instruments of Zeal to gain powerful bonuses for utilizing both attack and spell skills.
Name | Category | Skill Tree |
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Elemental Damage, Attack and Cast Speed |
Basic | 10% increased Elemental Damage 4% increased Attack and Cast Speed |
Elemental Damage, Life Regeneration |
Basic | 10% increased Elemental Damage Regenerate 0.5% of Life per second |
Elemental Damage and Resistances |
Basic | 10% increased Elemental Damage +6% to all Elemental Resistances |
Elemental Damage, Critical Strike Multiplier |
Basic | 10% increased Elemental Damage +10% to Critical Strike Multiplier |
Righteous Providence |
Notable | +50 to Strength and Intelligence 1% increased Critical Strike Chance per point of Strength or Intelligence, whichever is lower |
Inevitable Judgement |
Notable | Critical Strikes ignore Enemy Monster Elemental Resistances Non-Critical Strikes Penetrate 10% of Enemy Elemental Resistances |
Augury of Penitence |
Notable | Nearby Enemies take 16% increased Elemental Damage Nearby Enemies deal 8% less Elemental Damage |
Sanctuary |
Notable | You have Consecrated Ground around you while stationary Consecrated Ground you create applies 15% increased Damage taken to Enemies |
Pious Path |
Notable | Effects of Consecrated Ground you create Linger for 4 seconds Consecrated Ground you create causes Life Regeneration to also Recover Energy Shield for you and Allies |
Instruments of Zeal |
Notable | +4 to Maximum Fanatic Charges Gain 1 Fanatic Charge every second if you've Attacked in the past second Gain Fanaticism for 4 seconds on reaching Maximum Fanatic Charges Lose all Fanatic Charges on reaching Maximum Fanatic Charges |
Instruments of Virtue |
Notable | 10% more Attack Damage for each Non-Instant Spell you've Cast in the past 8 seconds, up to a maximum of 30% Battlemage |
The Hierophant is an Ascendancy class for Templars. It offers a mixture of non-conventional sources of damage, defenses, and overall utility aimed towards spell users, particularly spell casting totems and brands. They can utilize a large mana pool effectively by converting it to offensive and defensive bonuses while also conserving and regenerating it. They can also utilize Arcane Surge with large bonuses to spellcasters attached to it, as well as stacking endurance and power charges. They also generally use the Mana before Life defensive technique.
Name | Category | Skill Tree |
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Mana Regeneration, Arcane Surge Effect |
Basic | 20% increased Mana Regeneration Rate 10% increased Effect of Arcane Surge on you |
Mana Regeneration, Totem Placement Speed |
Basic | 20% increased Mana Regeneration Rate 20% increased Totem Placement speed |
Mana Regeneration, Mana |
Basic | 20% increased Mana Regeneration Rate 8% increased maximum Mana |
Divine Guidance |
Notable | 30% increased maximum Mana 10% of Damage is taken from Mana before Life Transfiguration of Mind |
Sanctuary of Thought |
Notable | Gain 20% of Maximum Mana as Extra Maximum Energy Shield 10% less Mana Reservation of Skills 50% less Mana Cost of Skills 1% increased Area of Effect per 50 Unreserved Maximum Mana, up to 100% |
Pursuit of Faith |
Notable | +1 to maximum number of Summoned Totems 100% increased Totem Duration 100% increased Totem Placement speed |
Ritual of Awakening |
Notable | You and your Totems Regenerate 1% of Life per second for each Summoned Totem Regenerate 0.5% of Mana per second for each Summoned Totem 5% more Damage per Summoned Totem |
Conviction of Power |
Notable | +1 to Maximum Power Charges and Maximum Endurance Charges +4 to Minimum Endurance Charges +4 to Minimum Power Charges |
Illuminated Devotion |
Notable | 30% increased Area of Effect while you have Arcane Surge 0.5% of Spell Damage Leeched as Life while you have Arcane Surge Non-Damaging Ailments have 50% reduced Effect on you while you have Arcane Surge |
Arcane Blessing |
Notable | Gain Arcane Surge when you or your Totems Hit an Enemy with a Spell 50% increased Effect of Arcane Surge on you |
Mana Regeneration, Brand Damage |
Basic | 20% increased Mana Regeneration Rate 14% increased Brand Damage |
Sign of Purpose |
Notable | Brand Recall has 100% increased Cooldown Recovery Rate Brands have 100% more Activation Frequency if 75% of Attached Duration expired |
The Guardian is an Ascendancy class for Templars. It is a powerful option for a tank/support or minion based Templar, possessing passives with an emphasis on enhancing and protecting his allies. Guardians can specialize in Auras, granting up to 4 additional unique and powerful defensive auras to their party or allies, as well as charge generation and sharing and periodical, powerful defensive skills. Furthermore he can speed up his allies with Onslaught and give his allies the ability to intimidate and unnerve enemies on hit to reduce their defenses.
Name | Category | Passive Skills |
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Armour and Energy Shield, Block Chance |
Basic | 14% increased Armour 5% increased maximum Energy Shield +2% Chance to Block Attack Damage |
Time of Need |
Notable | 80% reduced Effect of Curses on you Every 4 seconds, Regenerate 30% of Life over one second |
Radiant Faith |
Notable | Grants maximum Energy Shield equal to 10% of your Reserved Mana to you and nearby Allies Grants Armour equal to 160% of your Reserved Life to you and nearby Allies |
Bastion of Hope |
Notable | If you've Blocked in the past 10 seconds, you and nearby Allies cannot be Stunned +50% Chance to Block Attack Damage for 2 seconds every 5 seconds If you've Attacked Recently, you and nearby Allies have +10% Chance to Block Attack Damage If you've Cast a Spell Recently, you and nearby Allies have +10% Chance to Block Spell Damage |
Armour and Energy Shield, Life Regeneration |
Basic | 14% increased Armour 5% increased maximum Energy Shield Regenerate 0.5% of Life per second |
Armour and Energy Shield, Aura Effect |
Basic | 14% increased Armour 5% increased maximum Energy Shield 5% increased effect of Non-Curse Auras from your Skills |
Armour and Energy Shield, Charge Duration |
Basic | 14% increased Armour 5% increased maximum Energy Shield 15% increased Endurance, Frenzy and Power Charge Duration |
Harmony of Purpose |
Notable | Nearby Enemies cannot gain Power, Frenzy or Endurance Charges You and nearby Party Members Share Power, Frenzy and Endurance Charges with each other 20% chance to gain a Power, Frenzy or Endurance Charge on Hit |
Unwavering Faith |
Notable | Auras from your Skills grant +1% Physical Damage Reduction to you and Allies Auras from your Skills grant 0.2% of Life Regenerated per second to you and Allies |
Armour and Energy Shield, Minion Damage |
Basic | 14% increased Armour 5% increased maximum Energy Shield Minions deal 10% increased Damage |
Radiant Crusade |
Notable | While there is at least one nearby Ally, you and nearby Allies deal 10% more Damage While there are at least five nearby Allies, you and nearby Allies have Onslaught +20% to all Elemental Resistances |
Unwavering Crusade |
Notable | Nearby Allies have 20% increased Attack, Cast and Movement Speed Nearby Allies have 30% increased Area of Effect Nearby Allies Intimidate Enemies for 4 seconds on Hit Nearby Allies Unnerve Enemies for 4 seconds on Hit |