The Relentless Channeler
Class: TEMPLAR
Race: Altmer (High Elf)
Main Role: Damage
Health, Magicka, Stamina
HEALTH | MAGICKA | STAMINA |
16000-19000 (0 points) | 35000-38000 (64 points) | 10000 (0 points) |
Skills
Bar 1
Weapon 1: Dual Wield

Templar Skill
Blazing Spear

Templar Skill
Puncturing Sweep

Templar Skill
Breath of Life

Templar Skill
Radiant Oppression

Mages Guild Skill
Inner Light

Mages Guild Skill
Shooting Star
Bar 2
Weapon 2: Destruction Staff

Templar Skill
Channeled Focus

Fighters Guild Skill
Rearming Trap

Templar Skill
Reflective Light

Destruction Staff Skill
Elemental Blockade

Mages Guild Skill
Inner Light

Templar Skill
Crescent Sweep
Armor Types
Light Armor | Medium Armor | Heavy Armor |
5 | 1 | 1 |
Gear and Item Set Info
Chest- Julianos/Twice Born Star/Mother's Sorrow
Legs- Julianos/TBS/MS
Belt- Julianos/TBS/MS
Feet- Julianos/TBS/MS
Gloves- Julianos/TBS/MS
Head- Grothdarr/Skoria
Shoulder- Grothdarr/Skoria
Jewlery- Soulshine
Front Bar- Soulshine swords (sharpened)
Back Bar- Soulshine inferno staff (or maelstrom, sharpened)
The body pieces are all pretty self explanatory. As far as monster sets go, you can also run Skoria, but I find that Grothdarr is more consistent and generally gives better dps. If you don't yet have access to either monster set, you can just run Vicious Death or Torugs Pact as a 2 piece placeholder. Soulshine is an incredibly useful set for Templar, because the 5 piece gives a buff to both puncturing sweeps and radiant oppression, which are our main sources of damage. All your armor enchants should be for magic, and you jewlery should be enchanted for spell damage (no need to use reduce spell cost or increase regen, youll have plenty of sustain on this build).
General Info
Food
The first big thing with this build is the food you're using. Soulshine jewlery only drops in healthy (to my knowlede), so without food youll be sitting at just under 15k health if you have all your attribute points in magicka (you should). This means that with standard blue (Magicka+Health) food, you're a bit over 20k health. I don't really like being above 20k, and templar has some issues with sustain, so I use Witchmother's Potent Brew. WPB gives health, magicka, and magicka regen. Between that regen, potions, and channeled focus, you'll rarely finish a fight under 70% magicka, which is good because radiant oppresssion does more damage the more magicka we have when we execute.
Mundus
Use the thief mundus stone, it should put you somewhere around 60% critical chance.
Floating Skills
We do have a few floating skill slots in blazing spear, breath of life, rearming trap, and reflective light, which means you can really modify your bars depending on the fight. Templar doesn't have its own source of major sorcery, so if your healer is doing well or you're finding that blazing spear isn't a skill you're using, try slotting entropy. The alternative to entropy would be to use spell power pots, which are usually my first choice.
Rearming trap is a somewhat risky skill because it uses stamina, but the buff (12% more critical damage) is well worth it and I haven't had issues with it yet. However, if you are in a fight that requires that you block and dodge roll often, take it off of your bar in favor of a heal or damage shield.
Rotation
Anyways, after all that jazz, a typical (single target) rotation looks a bit like this:
Inner light>shooting star>bar swap>blockade of fire>light attack>rearming trap>light attack>channeled focus>bar swap>puncturing sweepsx4>bar swap>blockade of fire>bar swap>sweepsx4>bar swap>blockade>trap>sweepsx4>blockade>light attack>blockade>bar swap>sweepsx4...
Champion Point Tips
Lord
None
Lady
100 into elemental defender, the rest into hardy
Steed
None
Ritual
75 points into thaumaturge, this buffs sweeps and radiant destruction, plus it gives us the exploiter passive for more damage with sweeps.
Apprentice
80 points into elemental expert and the rest into elfborn
Atronach
None
Tower
100 into magician
Lover
Everything left into arcanist
Shadow
None