AION 2 Templar Class Guide

In this AION 2 Templar Guide, I’ll explain how to play this class, provide the best build, and break down all skills, stigmas, passives, as well as their leveling priority. Consider this your Templar handbook.

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AION 2 Templar Guide Quick Overview:

  • Templar is a melee tank that can deal damage. So you’re never just tanking with this class.
  • Judgment is your most important damage skill that you will try to spam as often as possible.
  • Prioritize leveling Judgment, followed by Warding Strike, Vicious Strike, and Annihilate.
  • Your main role is to draw aggro from the boss by stacking Enmity, then use blocks to stay alive and deal more damage with your macro.
  • The main PvE build uses a simple macro that includes most of your combo skills with the Vicious Strike through animation cancel.

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AION 2 Templar Class Overview

Templar is AION 2’s classic tank, but just like every other class in the game, Templar is capable of dealing tons of damage. Even more so, I’ve seen Templars in the game being in the top-1 position by damage dealt in various instances. So, right away, I want you to throw out of your head the notion that you only need to tank as Templar. Oh hell nah!

If you're still choosing your main, check out my AION 2 Class Tier List to see how Templar compares to the other classes.

What’s cool about Templar is that both offensive and defensive buttons interact with each other. Both types benefit when you use them all. It’s not like you have to press these buttons when you attack and others when you defend. They all come together for one beautiful rotation. But I’m getting ahead of myself.

And while classes like Assassin and other DPS want to stay behind the boss, Templar prefers fighting directly in front of it. You have abilities that generate Enmity (this is what AION 2 calls aggro or threat), skills that help you move toward enemies, and blocks that can save you when dodging isn't possible. You can even keep dealing damage while protecting the rest of your group.

Also, speaking of positioning, I recommend turning on the setting that shows which way the boss is facing. It's particularly useful for Templar because you want to keep the boss looking at you while your teammates attack from behind. Check out my AION 2 Settings Guide for other useful settings that can make combat easier and improve performance.

I would say Templar is one of the easier classes to pick up, especially once you get your macro working. The basic rotation isn't particularly complicated. I’d say it’s brain-dead, since you will end up using two buttons at most and a few more to turn on your buffs.

 What takes practice is learning boss mechanics, managing your defensive abilities, and positioning enemies properly so your teammates can attack safely. But if you’re scared to play the tank role in the group as I was, don’t be. Templar is insanely good at dealing damage, so you’ll enjoy farming, increasing GS, and when the time comes to run Expeditions and other group content, you won’t have to do anything special besides perhaps making sure the boss faces you and the rest of the party can hit its back. Plus, you’ll be very hard to kill in the Abyss, unlike all the other classes. Even Gladiator. Trust me, I main Gladiator.

How Judgment Works

Before we get into the actual build, you need to understand JudgmentJudgment. This is the skill that makes Templar's entire PvE rotation work.

JudgmentJudgment is a melee attack that increases Enmity and deals Stagger Gauge Damage. Its base cooldown is five seconds, but several other Templar abilities can trigger a short window in which you can activate it. That means you don't have to sit around waiting for JudgmentJudgment's regular cooldown every time.

The four main ways to trigger JudgmentJudgment in our build are:

  1. Warding StrikeWarding Strike: The most-used attack that also heals you and reduces damage taken
  2. Shield SmiteShield Smite: A quick AoE stun that leads into Debilitating SmashDebilitating Smash.
  3. Doom ShieldDoom Shield: A Stigma ranged attack that lets you charge at enemies, gain protection, and trigger JudgmentJudgment.
  4. Shield RushShield Rush: Another ranged (10m) JudgmentJudgment trigger, although I would mainly keep it for gap closing only.

So you’re just going to mainly loop through these conditions to trigger JudgmentJudgment every time, while also using your Vicious StrikeVicious Strike to replenish MP, as everything else spends it. All specialties that you’ll unlock will be useful for this.

JudgmentJudgment also has several important Specialties. These include HP absorption, extra damage against enemies affected by Impact-type status, guaranteed Critical Hits, and cooldown removal. The last two are super important for the damage-focused build. I’ll explain everything in more detail, but for now, remember that JudgmentJudgment is the most important ability for you.

Best Templar Build in AION 2

The build that I’m about to describe is the one that lets you both tank and deal damage, which is exactly how Templar is supposed to be played. It’s built around spamming JudgmentJudgment along with some buffs that allow you to keep dealing damage without taking much damage yourself. You can also check my AION 2 Best Builds for Each Class guide if you want shorter recommendations for the other classes.

Build component

Recommendation

Main skill

Judgment

Core attacks

Warding Strike, Vicious Strike, Shield Smite, Annihilate

Additional attacks

Debilitating Smash, Punishment, Pummel

Main Stigmas

Noble Armor, Doom Shield, Empyrean Lord's Punishment, Shield of Protection

Main passives

Fury, Insulting Roar, Impact Hit, Punishing Benediction

Build priority

Judgment Lv. 16 first, followed by Warding Strike, Vicious Strike, and Annihilate

What's nice about this build is that you’re both a tank and a damage dealer, which seems to be the intended playstyle for this class. If you just look at the Warding StrikeWarding Strike skill, for example, it both deals AoE damage and heals you over time. So that’s kind of the whole idea of the class. FuryFury passive gives you a front attack damage boost, PvE and PvP damage boost on block, while other abilities make you take less damage. For more difficult encounters, you can replace one of your offensive Stigmas with Shield of ProtectionShield of Protection. I would recommend doing this when you're learning a new boss, playing without a reliable healer, or struggling with mechanics that require blocking. Yes, you don’t even need a healer yourself; your damage dealers do!

You'll mainly use this build in Expeditions, Transcendence, Nightmare, and other PvE content where bosses can actually put your tanking abilities to the test. If you're not familiar with all the different instance types yet, I recommend checking out my AION 2 Dungeons Guide. It explains their differences, entry requirements, rewards, and which ones you should prioritize.

Templar Leveling Build

Templar’s leveling rotation is pretty simple. You basically just use whatever is available to you at the moment, and as you level up, you unlock more systems and more skills, gaining access to Stigmas, more skill points, etc.

You'll start with Vicious StrikeVicious Strike and PummelPummel, gradually unlocking more skills. Luckily, you’ll get JudgmentJudgment and Warding StrikeWarding Strike even before you finish the tutorial island.

Don't worry too much about farming additional levels early on. Just keep following the main story, complete the necessary quests, and you'll reach level 45 before long. If you're unsure what to prioritize along the way, check out my AION 2 Leveling Guide, where I cover the entire leveling process and explain which activities are actually worth your time.

Once you unlock the main JudgmentJudgment rotation, I recommend focusing on getting your key skills to level 12. That’ll be at around level 45. This is an important milestone because you unlock a second Specialty slot, which allows you to combine more useful effects. So, just start leveling your skills in the same priority as I show in this guide.

Here’s what you need to do while leveling:

  1. During the main story: Use Vicious StrikeVicious Strike and PummelPummel alongside your unlocked attacks. Don't spend too much time trying to perfect the rotation.
  2. Once JudgmentJudgment is available: Start practicing its triggers through Warding StrikeWarding Strike and Shield SmiteShield Smite.
  3. At level 8: Unlock the first useful Specialties on your main skills.
  4. At level 12: Focus on your core damage skills and equip their second Specialties.
  5. After reaching level 45: Start working toward JudgmentJudgment level 16 and the more expensive Stigma upgrades.

One thing I wouldn't recommend is spending all your early resources getting every active skill to the same level. Some skills only need a particular Specialty to be useful, while others are worth taking much higher. But even if you do that, you can just reset them if you made a mistake. I’ve done it a couple of times myself. As far as I remember, it’s free, no Kina required.

You can change your skill priorities as more Daevanion points, gear bonuses, and Arcana cards become available. Your first job is getting the build to function properly, not making every number on your skill screen look the same.

Best Templar Skills and Specialties

As I keep saying, most of your PvE damage comes from making JudgmentJudgment available as often as possible, so skills that trigger it or reduce the cooldowns of those triggers are particularly important. You'll also need PunishmentPunishment for its Executor buff and several secondary attacks to fill the gaps in your rotation.

I recommend getting your main skills to level 12 first, then working toward JudgmentJudgment level 16. Remember that skill levels 8 and 12 unlock your first two Specialty slots, while level 16 unlocks another Specialty option. You won't get a third equipped Specialty slot until level 20.

Templar Skill Leveling Priority

Icon

Skill

Target Level

Key Specialty Effects

Judgment

Judgment

16 first, 20 later

Critical Hit on hit; Remove cooldown

Warding Strike

Warding Strike

12–16

Cooldown reduction, healing and defensive effects

Vicious Strike

Vicious Strike

12, then 16

+50% Multi-Hit on hit; -2s [Warding Strike] cooldown on hit; Adds [Threatening Blow] Chain Skill

Annihilate

Annihilate

12–16

+100% damage to targets with Incapacitated Immunity; -10s cooldown; Changes to AoE Skill

Shield Smite

Shield Smite

8–12

50% chance to trigger [Debilitating Smash] on hit; -2s cooldown

Pummel

Pummel

12

-20% MP consumed; -1s [Punishment] cooldown on hit

Punishment

Punishment

8–12

+30% Skill Speed; Changes to mobile skill

Shield Rush

Shield Rush

12

+10m range; -10s cooldown

Specialty descriptions are taken from the Global game-client databases. The Warding StrikeWarding Strike row is still a summary rather than an exact transcription of its Specialty tooltips.

Judgment

JudgmentJudgment is your main damage skill and the first ability I would prioritize when spending resources. At level 1, its in-game description identifies it as an attack against an enemy within four meters that increases Enmity and deals five Stagger Gauge Damage. It normally has a five-second cooldown, but the idea is to trigger it repeatedly through your other shield attacks.

Here are its available Specialties:

Level

In-game Specialty Description

8

Absorbs 1% HP

8

Deals extra damage on attacking a target afflicted with Impact-type status

8

Extra damage on hit

12

Critical Hit on hit

16

Remove cooldown

 

The important ones for our build are Critical Hit on hit and Remove cooldown. The first helps JudgmentJudgment deal more consistent damage, while the second removes the skill's normal cooldown. Together, they're a big part of why this attack is worth investing in before everything else.

I can tell you right now that every class seems to have that one skill that they need to get the “remove cooldown” specialty on.

At level 16, you'll still have only two Specialty slots. I would prioritize those two offensive effects rather than HP absorption for PvE damage. I mean, 1% HP doesn’t mean shit when you have the largest HP pool among all classes. When you eventually reach level 20, you'll have another slot available. Don't confuse removing JudgmentJudgment's cooldown with making it available whenever you feel like it, though. You still need to trigger its activation condition through your other abilities. That's what we're building the rest of the rotation around.

Warding Strike

Warding StrikeWarding Strike is arguably your second most important active skill. It deals damage, contributes to your defenses, and can trigger JudgmentJudgment. Unlike a regular defensive cooldown that you save for emergencies, this is an ability you'll want to use constantly. It both deals AoE damage and heals you over time. On top of that, it triggers JudgmentJudgment for 2 seconds and gives you damage resist in PvE and PvP.

Vicious StrikeVicious Strike's level 12 Specialty is what makes this interaction particularly good. Each successful hit reduces Warding StrikeWarding Strike's cooldown by two seconds. That means the more you attack, the sooner Warding StrikeWarding Strike becomes available again. And every additional Warding StrikeWarding Strike gives you another opportunity to use JudgmentJudgment. You see where this is going. I would work on Warding StrikeWarding Strike after getting JudgmentJudgment to its highest available level for you. It's a particularly useful investment because it improves your offensive rotation and survivability at the same time. Once you can no longer level your skill anymore, then invest your points into other skills. Later on, you’ll increase your highest skill level through other means.

Vicious Strike

Vicious StrikeVicious Strike is your simple left-click attack or fast attack. The game describes it as an attack that damages up to four enemies within four meters, increases Enmity, and restores 100 MP. Its follow-up attacks make it useful for recovering MP while keeping pressure on your target.

So, basically, it’s your main or light attack that has a 3-hit combo, each of which deals progressively more damage. All hits are also AoE, which is nice, provided you use a shield and sword combo.

Here are its Specialties:

Level

In-game Specialty Description

8

+20% MP restored

8

Absorbs 1% HP

8

+50% Multi-Hit on hit

12

-2s [Warding Strike] cooldown on hit

16

Adds [Threatening Blow] Chain Skill

For PvE, I would prioritize the Multi-Hit bonus alongside the Warding StrikeWarding Strike cooldown reduction. The latter is especially important because it indirectly helps you trigger JudgmentJudgment much more frequently. You can take the HP absorption Specialty while leveling if you need additional healing, but I wouldn't give up the cooldown reduction once it becomes available.

And yes, you'll use Vicious StrikeVicious Strike all the way into endgame. Keep it on your left mouse button and use it alongside your main macro.

Annihilate

AnnihilateAnnihilate is another useful damage skill, especially against bosses that cannot be controlled by ordinary crowd-control effects. It normally activates against targets affected by Stun or Knockdown, and the base skill also has a chance to trigger against enemies with Incapacitated Immunity. So, one more time, AnnihilateAnnihilate is a conditional skill, which you can only use if one of three conditions is met:

  1. Stun target
  2. Knockdown target
  3. On attacking Incapacitated Immunity target

Its available Specialties are:

Level

In-game Specialty Description

8

+50% Multi-Hit on hit

8

+20% Knockdown Chance

8

+100% damage to targets with Incapacitated Immunity

12

-10s cooldown

16

Changes to AoE Skill

 

For boss fights, the bonus damage against targets with Incapacitated Immunity is particularly valuable. Most bosses aren't going to let you knock them down whenever you want, so I prefer focusing on effects that work against these targets.

The cooldown reduction for AnnihilateAnnihilate is massive, because it has a 20-second cooldown by default and it’s a big damage button. Doom ShieldDoom Shield's level 5 Stigma upgrade also resets AnnihilateAnnihilate's cooldown on hit, giving you another way to bring the skill back. That's why I'd prioritize AnnihilateAnnihilate after JudgmentJudgment, Warding StrikeWarding Strike, and Vicious StrikeVicious Strike rather than neglecting it completely.

Shield Smite

Shield SmiteShield Smite is one of your JudgmentJudgment triggers, but that's not the only reason it's useful. It also combos with Debilitating SmashDebilitating Smash, which provides additional damage and a defensive debuff. So, it’s like the two-hit combo: Shield SmiteShield Smite → Debilitating SmashDebilitating Smash.

The skill's Specialties are:

Level

In-game Specialty Description

8

+1s Stun duration

8

Removes MP Cost and restores 200 MP on hit

8

50% chance to trigger [Debilitating Smash] on hit

12

-2s cooldown

16

AoE Stun

The two important specialties here are reduced MP cost with 200 MP on hit and the 50% chance to trigger Debilitating SmashDebilitating Smash. Seeing how relatively easy it is to level up a skill to level 12, these two should be easy to get. They’re definitely better than increased stun duration. At the same time, though, I wouldn't level Shield SmiteShield Smite ahead of JudgmentJudgment, though. It's an important part of the rotation, but primarily because of the other abilities it makes available.

Pummel

PummelPummel is your heavy attack by default. So if on PC, Vicious StrikeVicious Strike is your left-click; PummelPummel is your right-click. So, it’s the attack that spends your MP. It's a repeatable attack that increases Enmity and combos into Punishing Strike. More importantly, it helps reduce PunishmentPunishment's cooldown, making it easier to maintain the Executor buff that gives you additional PvE damage.

Its available Specialties are:

Level

In-game Specialty Description

8

-20% MP consumed

8

[Punishing Strike] absorbs 3% HP

8

Deals up to 12% more damage when fewer targets are hit

12

-1s [Punishment] cooldown on hit

16

[Punishing Strike] grants extra damage on hit

The level 12 cooldown reduction is the important one for this build. Each reduction helps bring PunishmentPunishment back sooner, which means you can maintain its 20% PvE Damage Boost more consistently. The downside is MP consumption. So, what you do is make a macro that includes PummelPummel, and then you hold both the left mouse button and the right mouse button, so that you both spend and restore MP at the same time. It works through so-called animation cancel. You can learn more about how macros work in my AION 2 Macros guide. Check it out; it’s pretty important to use macros in this game.

The source creator reported gaining roughly 4,000–5,000 additional DPS after changing his rotation, although that's based on his own character and training dummy tests. I wouldn't expect exactly the same increase on every character.

Punishment

PunishmentPunishment is another important part of Templar's damage rotation, mostly because of its Executor buff. It's a charged attack that can hit 4 enemies around a target within 4 meters, and the buff lasts for 20 seconds.

Executor provides the following bonuses:

  • +200 Accuracy
  • +20% PvE Damage Boost
  • +10% PvP Damage Boost

That's a pretty impressive set of bonuses from a single skill, if I do say so myself. I recommend opening boss encounters with PunishmentPunishment when you have enough time to charge it properly, then using it again to refresh Executor as needed.

The available Specialties are:

Level

In-game Specialty Description

8

Absorbs 10% HP

8

Inflicts Damage over Time to target on hit

8

+30% Skill Speed

12

Changes to mobile skill

16

Ignores Block and Evasion and lands as a Critical Hit

I particularly like the Skill Speed and mobile-skill options. PunishmentPunishment is a charged ability, and being able to move while using it makes boss encounters more comfortable. Although it might be a bit difficult to do, you have to hold down the button and also press directional buttons to move around. The goal here is to keep Executor active. Executor: increases Accuracy by 200, PvE damage boost by 20%, and PvP Damage Boost by 10%. So you see why it's important.  That's also why the cooldown reduction from PummelPummel matters so much.

Templar Mobility Skills

Templar isn't as mobile as Assassin, but it still has several useful abilities for getting back into melee range. That's important because bosses move, mechanics force you to dodge, and sometimes the enemy simply refuses to stand where you want it.

Icon

Skill

What it does

Why I recommend it

Shield Rush

Shield Rush

Rushes toward an enemy within 10m after Dodge or while flying, with a chance to inflict Stun. Triggers Judgment for 2s.

Great for returning to melee range after dodging

Poach

Poach

Pulls eligible enemies toward you or closes the distance when the target cannot be pulled.

Useful for controlling positioning and chasing bosses

Shield Smite

Shield Smite

Attacks and controls enemies while triggering Judgment.

Helps maintain your rotation once you're in melee range

Shield RushShield Rush is a great gap closer, especially at level 8 when its Specialty increases the range by 10 meters, while its level 12 Specialty reduces the cooldown by 10 seconds. That gives you a 20-meter engagement tool with much better availability.

I wouldn't use Shield RushShield Rush just to squeeze another JudgmentJudgment activation into the rotation if you need to Dodge first. It can feel clunky, and you'll potentially lose more damage than you gain. Personally, I would save it for repositioning, which is something you'll be doing quite a lot as a tank.

PoachPoach is the GOAT skill in PvP. If you play Templar to its strengths, what you want to do is target a healer or another weak DD and “hook” them to you. If you’re surrounded by teammates, that’s an easy kill. More on PvP build later.

Other Useful Templar Skills

There are a few secondary abilities worth mentioning even though I wouldn't prioritize them over JudgmentJudgment and the main rotation.

  • Debilitating SmashDebilitating Smash follows Shield SmiteShield Smite and deals additional damage. It also applies a debuff, making it useful for instanced content. You might want to add it to one of the skill chains, so that you just go through all available skills with one button.
  • Flash RampageFlash Rampage is your one “hold button down” skill for when a boss is staggered. Just like with all the other classes, it’ll be replaced with your regular macro in the endgame, because it will deal more damage.
  • DefianceDefiance is worth keeping available for defensive situations and dealing with crowd control.

So, don’t level up Flash RampageFlash Rampage too much, unless there’s a specific Specialty you want to unlock on it. But chances are you’re going to want to reset your skill points later and put them into other skills at later stages, when you have high GS. Also, I wouldn’t activate its nodes on Daevanion Boards.

 

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Best Templar Stigmas

Stigmas give Templar some of its most valuable offensive and defensive abilities. For the Global version, you can equip four at a time, and I recommend choosing them around the content you're going for rather than trying to use every Stigma you unlock. The most important ones for our PvE build are Noble ArmorNoble Armor and Doom ShieldDoom Shield, followed by Empyrean Lord's PunishmentEmpyrean Lord's Punishment and Shield of ProtectionShield of Protection as a defensive alternative.

One thing to remember is that Stigmas work differently from regular active skills. Their Specialty effects become active automatically as you reach the required levels, so you don't need to choose between two unlocked effects. The problem is that upgrading Stigmas becomes increasingly expensive, meaning you should prioritize the breakpoints that actually improve your build. Wasting resources can be difficult to recover from, seeing how all of the game’s content is time-gated in one way or another. Specialties for each Stigma unlock at levels 5, 10, 15, and 20. Stigmas themselves unlock at character levels 22, 27, 32, and 37.

Icon

Stigma

Investment Priority

In-game Description

Important Specialties

Noble Armor

Noble Armor

Lv. 15 main goal

Increases Max HP by 5.4% for 120s and immediately restores HP by 5.4% of Max HP. Not affected by buff dispel effects.

Lv. 5: +5% Defense for the duration. Lv. 10: x1.5 [Insulting Roar] effect for the duration. Lv. 15: x1.5 [Fury] effect for the duration.

Doom Shield

Doom Shield

Lv. 5 early

Rushes to a target within 20m and deals 1254 damage. Has a 75% chance to inflict Knockdown for 3s. Grants a Protective Shield that blocks damage equaling 5% Max HP for 5s on hit. Triggers [Judgment] for 3s. 100% Knockdown chance on NPCs. 20 Stagger Gauge Damage.

Lv. 5: Resets [Annihilate] cooldown on hit. Lv. 10: +200 Block for 5s on hit.

Empyrean Lord's Punishment

Empyrean Lord's Punishment

Lv. 10 early, then reallocate

Selects a target within 20m and deals damage to up to 4 enemies within 4m of the target, with a 50% chance to inflict Stun for 3s. 100% Stun chance on NPCs. 50 Stagger Gauge Damage.

Lv. 5: Up to +20% damage when less targets hit. Lv. 10: +50 Stagger Gauge Damage. Lv. 15: +10% PvE Damage Boost and +5% PvP Damage Boost for 10s on hit.

Shield of Protection

Shield of Protection

Lv. 10 defensive option

Temporarily increases Block Damage Reduction by 100% and guarantees Block. Restores 110 MP and Stamina once on Block.

Lv. 5: +1 consecutive use. Lv. 10: Changes to mobile skill. Lv. 15: +20% Move Speed for 3s on Block.

The offensive setup should prioritize damaging the boss and maintaining your party buffs. For encounters where you need additional survivability, I would replace Empyrean Lord's PunishmentEmpyrean Lord's Punishment with Shield of ProtectionShield of Protection.

Best Templar Passive Skills

Templar's passives are another reason the class works so well as a tank that can deal damage. You have bonuses to Front Attack, Attack, Double Chance, Critical Hit, HP, Defense, and Damage Tolerance. Tolerance might be an unfamiliar word to you if you come from other MMORPG games. Basically, that’s damage reduction.

These passive effects trigger as you do your macro rotation, so you don't need to do anything particularly complicated to benefit from them. That’s why they’re called passives.

For the PvE build, I would prioritize FuryFury and Insulting RoarInsulting Roar first, then level up Impact HitImpact Hit and Punishing BenedictionPunishing Benediction. After those, you can invest more into Enhance HealthEnhance Health, Ironclad DefenseIronclad Defense, and Block PainBlock Pain for survivability.

Icon

Passive

Priority

In-game Description

Fury

Fury

Highest

Increases the caster's Front Attack Damage Boost by 0.3%. Grants 5.5% PvE Damage Boost and 2.75% PvP Damage Boost to the caster and party members for 20s on Block. Cooldown: 1s.

Insulting Roar

Insulting Roar

Highest

Increases Enmity Boost by 100% and grants 5.5% Attack for 5s on landing a Front Attack. Cooldown: 5s.

Impact Hit

Impact Hit

High

Increases the caster's Impact-type Chance by 11.2% and Double Chance by 0.3%.

Punishing Benediction

Punishing Benediction

High

Increases Critical Hit by 100 and has a 50% chance to deal additional damage when attacking. Cooldown: 1s.

Enhance Health

Enhance Health

Medium

Increases HP by 250, Max HP by 7.5%, and Incoming Heal by 6%.

Ironclad Defense

Ironclad Defense

Medium

Increases Defense by 7% and Endurance by 1%.

Block Pain

Block Pain

Medium

Grants Block Pain for 10s when attacked, providing 11% PvE Damage Tolerance and 5.5% PvP Damage Tolerance. Cooldown: 20s.

Warding Shield

Warding Shield

Medium–Low

Increases the caster's Block by 200 and restores 53–64 HP on Block. Cooldown: 3s.

Guarding Seal

Guarding Seal

Medium–Low

Grants a Guarding Seal that blocks damage equaling 21% of Max HP for 30s when HP is 50% or less. Cooldown: 60s.

Survival Willpower

Survival Willpower

Medium–Low

Increases Status Effect Resist by 17%. Grants 12% PvE Damage Tolerance and 6% PvP Damage Tolerance for 5s when afflicted with Stun, Knockdown, Airborne, Frost, or Fear. Also increases Status Effect Resist by 10% for 5s when hit while afflicted with these effects (up to 10 stacks). Damage Tolerance cooldown: 60s. Status Effect Resist cooldown: 1s.

Values are base-level tooltip values, not the values these passives reach after upgrading.

AION 2 Templar PvE Rotation

Templar's PvE rotation is much easier than it looks once you understand how JudgmentJudgment works. The goals for your rotation are:

  1. Spamming Judgement
  2. Keeping Executor buff for as long as possible
  3. Loop through other skills/attacks

The build also has a nice advantage over more complicated melee classes: several of your defensive bonuses activate while you're doing your normal rotation. Warding StrikeWarding Strike helps with healing and damage reduction, while blocking triggers FuryFury. So, you can focus on dealing damage without completely neglecting your role as a tank.

Templar Opening Rotation

For boss encounters, I recommend using the following opening sequence:

  1. Noble ArmorNoble Armor: Activate your HP and passive-enhancing buff before engaging.
  2. PunishmentPunishment: Charge your attack to activate Executor, gaining Accuracy and PvE Damage Boost.
  3. Empyrean Lord's PunishmentEmpyrean Lord's Punishment: Deal additional damage and significantly reduce the boss's Stagger Gauge.
  4. Doom ShieldDoom Shield: Charge the boss and trigger JudgmentJudgment.
  5. JudgmentJudgment: Immediately use your main damage skill.
  6. Shield SmiteShield Smite and Warding StrikeWarding Strike: Continue triggering JudgmentJudgment through your regular rotation.
  7. AnnihilateAnnihilate: Activate whenever available through its trigger conditions.

After your opener, keep using Vicious StrikeVicious Strike alongside your macro. The goal is to repeatedly activate Warding StrikeWarding Strike, Shield SmiteShield Smite, and JudgmentJudgment while refreshing your buffs.

One thing I'd pay attention to is boss positioning. If you're tanking, you should generally keep the boss facing away from your teammates. Don't turn it around just to land another attack. Your party's damage and survivability matter more than a small improvement to your personal DPS.

Templar Sustained DPS Rotation

Once your opening buffs are active, the rotation becomes a priority system rather than a fixed sequence.

I would focus on:

  1. Activating JudgmentJudgment whenever it becomes available.
  2. Using Warding StrikeWarding Strike and Shield SmiteShield Smite to trigger further JudgmentJudgment activations.
  3. Keeping Vicious StrikeVicious Strike active to restore MP and reduce Warding StrikeWarding Strike's cooldown.
  4. Using PummelPummel to reduce PunishmentPunishment's cooldown when appropriate.
  5. Refreshing Executor through PunishmentPunishment.
  6. Activating AnnihilateAnnihilate whenever it becomes available.

The most important part is maintaining the relationship between Vicious StrikeVicious Strike, Warding StrikeWarding Strike, and JudgmentJudgment. If you neglect Vicious StrikeVicious Strike's cooldown-reduction interaction, you'll spend more time waiting for Warding StrikeWarding Strike, which means fewer JudgmentJudgment activations.

PummelPummel adds another interaction by reducing PunishmentPunishment's cooldown. Ideally, you want Executor active as consistently as possible because its PvE Damage Boost contributes to everything else you're doing.

Best Templar Macros

Templar has a fairly simple macro-based PvE playstyle. The main idea is to use Vicious StrikeVicious Strike on your left mouse button while activating a priority-based macro with your right mouse button. If you haven't used the game's macro system before, check out my AION 2 Macros Guide. It explains how quickslot chains, skill priority, and animation canceling work.

Icon

Skill

Purpose in the Rotation

Doom Shield

Doom Shield

Triggers Judgment and provides protection

Shield Smite

Shield Smite

Triggers Judgment and enables Debilitating Smash

Warding Strike

Warding Strike

Triggers Judgment, restores HP, and maintains protection

Debilitating Smash

Debilitating Smash

Adds damage and applies its debuff

Annihilate

Annihilate

Provides additional damage when activated

Pummel

Pummel

Fills downtime and reduces Punishment's cooldown

Keep Vicious StrikeVicious Strike assigned separately, preferably to the left mouse button. Normally, you want to set your Macro button to the right mouse button, so that you can hold down both at the same time.

The exact priority order matters, especially with PummelPummel. Placing PummelPummel incorrectly can make it be spammed instead of allowing the other abilities to activate. So make sure to place your skills as shown in the screenshot I'd also keep defensive abilities and important movement skills available for manual activation. You don't want an automatic rotation spending Shield of ProtectionShield of Protection right before a boss mechanic that actually requires it.

Templar PvP Build and Combos

Templar is naturally good at fighting on the frontline in PvP, although you need to approach these encounters differently from ordinary dungeon bosses. You still have great defensive abilities and crowd control, but other players aren't going to stand in front of you while you repeat JudgmentJudgment forever.

Your PvE build can serve as a starting point, but I'd put more emphasis on mobility, control, and staying alive when fighting other players. This is especially important in the Abyss, where encounters can quickly turn into fights against several opponents. You can read more about that in my AION 2 Abyss PvP Guide.

Templar PvP Skill Priorities

Icon

Skill

PvP Use

Shield Rush

Shield Rush

Rush and Stun the enemy

Poach

Poach

Yoink your target; best used on squishy classes

Shield Smite

Shield Smite

Apply CC and trigger Judgment

Judgment

Judgment

Main melee damage

Doom Shield

Doom Shield

Engage, deal damage, and gain protection

Shield of Protection

Shield of Protection

Survive dangerous attacks and trigger Block effects

Noble Armor

Noble Armor

Improve survivability and passive bonuses

Defiance

Defiance

Defensive utility against crowd control

Your main job as a Tank in PvP, especially Mass PvP, is not to kill but to create opportunities. Since you’re pretty chonky, you’re expected to dive headfirst into an enemy pile and make them attack you while damage dealers pick their targets. You will probably die, but you won’t go down easy; that’s your job. You should change some skill Specialties and maybe even stigmas for PvP. Look for more stuns and other crowd-control effects.

Best Templar Stats

For Templar, you gotta focus on damage just as much as survivability. Combat Speed is particularly valuable because you're constantly attacking and triggering other abilities. Front Attack Damage Boost also makes sense because you'll spend most boss encounters fighting directly in front of your target.

Accuracy is another important stat, especially once you start fighting harder dungeon bosses. There's little point in investing everything into offensive bonuses if your attacks aren't even landing.

Stat

Priority

What It Does

Accuracy

Essential

Helps attacks connect against enemy defensive stats

Combat Speed

Very High

Increases attack and skill action speed

Front Attack Damage Boost

Very High

Increases damage when attacking from the front

Cooldown Reduction

Very High

Reduces skill cooldowns, helping maintain important effects

Double Chance

High

Provides a chance to deal increased damage

Weapon Damage Boost

High

Increases weapon-related damage

Critical Hit

High

Improves the chance of landing Critical Hits

Attack

High

Increases damage dealt

Damage Tolerance

Situational

Reduces incoming damage

HP / Defense

Situational

Improves survivability while tanking

I wouldn't recommend stacking only defensive stats just because you're playing a tank. Templar already has several excellent defensive abilities, so increasing your damage can make encounters much faster. However, the balance changes when you're progressing through difficult content. If you're constantly dying or your healer can't keep up, additional Damage Tolerance and HP become more useful.

I haven’t had many problems as a tank in the first real dungeons (2-star Vakron), and if I died, I died because of not knowing the boss mechanics. Still, you have a block that absorbs almost all incoming damage, so don’t forget to block and you’ll be golden.

 

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Best Templar Gear and Manastones

Templar benefits from equipment that provides useful offensive bonuses and additional levels for its important skills. JudgmentJudgment is the main priority here, because reaching its higher-level Specialties makes such a difference to your rotation.

While leveling, I wouldn't spend too much Kina trying to obtain perfect stat combinations. You'll replace plenty of equipment as you progress, and getting enough Gear Score to enter better dungeons is way more important than perfecting every individual stat. I recommend checking my AION 2 Gear Score Farming Guide for the main progression milestones. That’s where I explain specific GS numbers that you should go for and why they’re important.

Templar Gear Progression

My general priorities would be:

  1. Upgrade your Longsword and Guard to improve your main offensive stats.
  2. Look for Combat Speed and useful offensive bonuses on gear you plan to keep.
  3. Prioritize JudgmentJudgment skill levels where they can appear on equipment.
  4. Use movement-related bonuses on Boots and Earrings when appropriate.
  5. Invest more heavily in Soul Binding once you're working with longer-term equipment.
  6. Use Arcana and Daevanion progression to reach important skill level breakpoints.

I would also pay attention to the difference between an item that gives you more Gear Score and one that improves your actual rotation. Reaching the next dungeon requirement is important, but once you're comfortably farming that content, better skill bonuses can sometimes matter more than a small numerical Gear Score increase.

Now, getting a good Longsword and Guard is only half the job. You'll eventually need to work on Enhancement, Soul Binding, Manastones, and transferring upgrades between gear pieces. I've covered all these systems in my AION 2 Gearing Guide, so I recommend reading that before spending tons of Kina and materials on your equipment.

Best Templar Manastones

For Manastones, I would focus on offensive bonuses that improve your damage rather than trying to stack only HP or Defense. The main build relies on frequent attacks and several damage multipliers, so offensive rolls become particularly valuable. I'd prioritize useful damage bonuses, then adjust your choices depending on which stats your current equipment is missing. Don't spend all your expensive Manastones on equipment you're about to replace. I prefer using more affordable rolls while progressing, then investing in better combinations when I have gear worth keeping.

Best Templar Daevanion Boards

Daevanion is particularly important for Templar because your build depends on reaching specific skill levels. You won't get JudgmentJudgment, and every other important ability, to level 16 or 20 through normal skill points alone, so Daevanion nodes provide some of the extra levels you need.

I recommend prioritizing useful skill nodes before trying to complete every board or immediately reach all the corner bonuses.

The problem is that you can't just pick any node you want. You need to unlock paths through the boards, and you'll also need to collect enough Daevanion Points to reach those important skill upgrades. If you're still figuring out how the system works, check out my AION 2 Daevanion Board Guide. Here, I'll focus specifically on which upgrades matter most for Templar.

Templar Daevanion Progression Priority

Order

Goal

Reason

1

Judgment Lv. 12

Unlock guaranteed Critical Hit Specialty

2

Vicious Strike Lv. 12

Unlock Warding Strike cooldown reduction

3

Important supporting skills Lv. 12

Establish core Specialty combinations

4

Judgment Lv. 16

Unlock cooldown removal Specialty

5

Warding Strike upgrades

Improve Judgment triggers and survivability

6

Annihilate upgrades

Improve secondary damage and cooldown interactions

7

Important offensive passives

Increase overall damage and party buffs

8

Valuable board nodes

Obtain additional offensive and defensive stats

The exact path depends on the available nodes and how many Daevanion Points you've collected. Don't automatically rush toward a corner if taking a nearby skill node gets JudgmentJudgment or Vicious StrikeVicious Strike to a valuable breakpoint. I would prioritize unlocking the abilities that make the rotation work, then return for the larger stat bonuses as more points become available.

Best Templar Arcana

Arcana cards provide additional stats and skill levels, making them another important part of Templar's progression. They become available through Transcendence content, which you can start farming at 1,600 Gear Score. The most important thing is getting useful skill bonuses, particularly JudgmentJudgment. Additional JudgmentJudgment levels help you reach the breakpoints required for its most important Specialties.

Priority

Bonuses to Look For

Highest

Judgment

Very High

Fury

High

Warding Strike

High

Vicious Strike

High

Annihilate

High

Insulting Roar

High

Impact Hit

Secondary

Punishing Benediction and other useful skills

For early Arcana, I recommend focusing on obtaining cards with the skill bonuses you actually need rather than immediately chasing perfect four-line rolls. Once you have enough Arcana resources, you can start working toward better combinations. The important thing is reaching JudgmentJudgment level 16, then eventually 20, without sacrificing too many useful stats elsewhere.

Best Templar Pantheon and Pets

Pantheon and Pets provide additional stats that contribute to Templar's damage and survivability. They're useful progression systems, but I wouldn't prioritize minor stat improvements here over important skill upgrades.

For Pantheon, I would look at the following bonuses:

Pantheon Stat

Main Benefits

Destruction

Attack Increase and Perfect Resist

Time

Combat Speed and Double Chance Resist

Space

Movement Speed and Block Chance

Wisdom

Reduced MP Consumption and Double Chance

Illusion

Cooldown Reduction and Endurance Penetration

I particularly like Time and Illusion for this build because Combat Speed and Cooldown Reduction interact nicely with the frequent attacks required to trigger JudgmentJudgment. Wisdom is also useful because PummelPummel can consume quite a lot of MP during longer fights. For Pets and Genus Insight, I would follow the usual offensive progression. Focus on developing the boards and obtaining useful stats as you collect more Pets, but don't spend excessive resources trying to perfect every bonus early on.

AION 2 Templar Tips and Tricks

Templar becomes much easier once you stop treating every skill as an independent button and start understanding how the different abilities work together. Most of your damage comes from maintaining a few interactions consistently, while your survivability depends on using the right defensive abilities when they're needed.

Here are the things I'd pay the most attention to:

  • Prioritize JudgmentJudgment upgrades. It's the centerpiece of your damage rotation, so reaching level 16 makes a significant difference.
  • Don't ignore Vicious StrikeVicious Strike. Its cooldown reduction helps you use Warding StrikeWarding Strike more frequently, which means more JudgmentJudgment activations.
  • Maintain Executor. PunishmentPunishment's PvE Damage Boost is too valuable to forget about during boss fights.
  • Use PummelPummel carefully. It helps reduce PunishmentPunishment's cooldown, but overusing it can drain your MP.
  • Keep the boss facing away from your team. Your positioning matters because teammates may rely on Back Attacks, and you don't want to expose them to frontal boss mechanics.
  • Save Shield RushShield Rush for movement. Don't force it into your damage rotation if you'll need it to close the distance later.
  • Use Shield of ProtectionShield of Protection when necessary. A slightly lower DPS build is better than repeatedly dying while learning an encounter.
  • Don't waste Stigma Shards. Prioritize the upgrades that provide valuable effects rather than spreading resources across everything.
  • Practice your macro. The Vicious StrikeVicious Strike and macro combination is one of the biggest reasons this build is relatively simple to play.

One final tip: don't judge your Templar's performance by the DPS meter alone. You're still supposed to tank, position enemies, and deal with mechanics. A good Templar maintains damage while doing all of those things rather than ignoring their responsibilities to chase a higher DPS number.

F.A.Q.

Is Templar good in AION 2?

 

Yes, Templar is an excellent choice if you enjoy melee combat and want a character that can take considerable damage while still contributing offensively. It's particularly useful for group PvE because it combines tanking, party protection, and respectable sustained damage.

Can Templar deal high DPS in AION 2?

 

Yes, especially when using a damage-focused build centered around Judgment and its cooldown interactions. Templar can deal surprisingly high sustained damage, although your actual performance depends on skill levels, gear, positioning, and maintaining the correct buffs.

What are the best Templar skills in AION 2?

 

Judgment is the main priority, followed by Warding Strike, Vicious Strike, and Annihilate. You should also invest in Punishment and the abilities that trigger Judgment because they contribute to your sustained damage rotation.

What are the best Templar Stigmas in AION 2?

 

Noble Armor and Doom Shield are two of the most important choices for the damage-focused PvE build. Empyrean Lord's Punishment contributes Stagger damage, while Shield of Protection is particularly useful when you need additional survivability.

What stats should Templar prioritize?

 

Accuracy, Combat Speed, Front Attack Damage Boost, Cooldown Reduction, and other offensive stats are all useful for Templar. For difficult tanking encounters, you should also consider Damage Tolerance, HP, and defensive bonuses rather than building exclusively for damage.

Is Templar easy to play in AION 2?

 

I'd say Templar is fairly easy to learn, especially once you understand the Judgment rotation and configure your macro. The harder part is learning to position bosses, handle mechanics, and use defensive abilities at the right moments.

Is Templar better for PvE or PvP?

 

Templar can contribute in both, but its strengths are particularly straightforward in group PvE, where its defensive abilities and party buffs are useful. In PvP, you'll need to pay more attention to mobility, crowd control, and surviving enemy burst damage rather than simply repeating your dungeon rotation.

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