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AION 2 Templar guide: skills, stigmas and Soul Binding

Templar skill specializations, Judgment windows, stigmas, macros, Soul Binding and Arcana for tanking and party damage.

Classes

AION 2 Templar guide: skills, stigmas and Soul Binding

Author: dbaion2 team · September 29, 2026 · 24 min read

Templar in 30 seconds

RoleA close-range tank with a shield: gathers enemies, keeps them facing you, and helps the group with damage and protection.
AggroStart with Poach or Taunt, then keep attacking without long pauses: Templar skills build Enmity.
DefenseDo not spend Nezekan's Shield or defensive skills without a reason; save them for dangerous boss mechanics.
DamageUpgrade Judgment, Pummel, and Punishment; use Judgment only after a skill unlocks it.
Build choiceA more offensive setup works for regular PvE; replace some damage with defensive stigmas for difficult fights.
⚙ Build as in the guideOpens the skill calculator with this guide’s skill levels and specializations already set — adjust from there.

Class overview

Templar fights at close range, holds enemies with a shield, pulls targets in, and protects the group. In a group, your job is to start the fight, keep the boss facing you, avoid turning it toward allies, and survive dangerous attacks. Between defensive actions, keep dealing damage.

Templar can also clear ordinary enemies quickly when playing solo: pull them in with Poach, hit them with area attacks, and restore some health. This guide first covers the tank role, then a more offensive option for easier fights.

Two ways to play

Group tankKeep Enmity on yourself, position the boss so the group can attack safely, and prepare defenses in advance for known mechanics.
Offensive TemplarIf the fight poses no threat to the group, use offensive stigmas and keep your damage up. Switch back to a defensive setup if incoming damage rises sharply.

What you need to know

  • Poach pulls a target in; if the target is immune to immobilization, its specialization lets Templar move to it instead. This is useful for a regular opener and gathering enemies.
  • Taunt deals damage and sharply raises Enmity. According to the client description, it also lowers another character's Accuracy and Attack in PvP, making it useful there.
  • Shield attacks activate Judgment for 2 seconds, while Doom Shield activates it for 3 seconds. Keep these windows active and do not press Judgment while it is unavailable.
  • Warding Strike heals Templar, grants Warding, and also unlocks Judgment. It combines damage and survivability well.
  • Punishment grants Executor for 20 seconds: +200 Accuracy and increased damage in PvE and PvP. Use it when ready and when you can hit the target.
  • Fury has two effects: a personal bonus to frontal attacks and increased PvE/PvP damage for Templar and the group after a block. In a group, do not turn your back on the boss; facing it makes it easier to block its attacks with your shield.
  • Skill levels unlock specializations; skill points alone raise a skill only to level 10. Daevanion and other sources provide further upgrades, so choose nodes for the skills you need.

How skills grow and what to upgrade from 1 to 45

First upgrade skills that support Judgment, then ways to hold enemies and protect the group. Exact rewards from individual quests depend on your leveling route; the order below is about where to spend points, not a promise that you will receive a specific skill at a certain character level.

Priorities by level, 1–45

  1. Levels 1–10Learn Poach, Judgment, Shield Smite, and Warding Strike. Keep Defiance on a separate hotbar slot so you can quickly break out of control effects.
  2. Levels 11–20Spend points mainly on Judgment and Pummel. Upgrade Vicious Strike: at skill level 12, its specialization reduces Warding Strike's cooldown when it hits.
  3. Levels 21–30Develop Warding Strike and Shield Smite to get Judgment windows more often. Add Punishment and Annihilate for damage.
  4. Levels 31–37Start choosing stigmas for your role; slots unlock at levels 22, 27, 32, and 37. If the group is taking heavy damage, strengthen your defensive setup first.
  5. Levels 38–45Bring your main offensive skills to the specialization thresholds you need, then upgrade passive skills. For difficult fights, spend points on defense and keep your control break on the hotbar.

A practical priority for active skill points is: Judgment → Pummel → Vicious Strike and Warding Strike → Shield Smite → Punishment → Poach and Annihilate. If you often run low on MP, choose MP recovery in specializations instead of a small damage increase. All the active skills listed are available to Templar according to client data; the client guide does not specify the exact order in which a character earns skill points.

Active skills have three specialization slots: the first unlocks at skill level 8, the second at 12, and the third at 20. Options in client descriptions appear at levels 8, 12, and 16. So if a skill matters right now, it is worth bringing it to its next threshold instead of spreading points evenly.

Active skills and specializations

Numbers after `+` are the selected specialization options, in the order expected by the block. Use client descriptions for unlock thresholds: active specializations open as the skill develops. Until you reach the required threshold, use the available options and change them when a more useful effect unlocks.

Damage and key windows

JudgmentActive · CD 5s · level to 20Deals 227-227 damage to a target within 4m and increases Enmity.
  1. Extra damage on hit
  2. Critical Hit on hit
  3. Remove cooldown
Main attack. Choose bonus damage, guaranteed critical hit, and cooldown reset; this shield skill unlocks Judgment, and after specialization you can repeat it during the active window.
PummelActive · level to 20Deals 93-93 damage to up to 4 enemies within 4m and increases Enmity.
  1. Deals up to 12% more damage when less targets are hit
  2. Activates [Punishing Strike] 1 extra time
  3. -1s [Punishment] cooldown on landing [Punishing Strike]
Single-target damage and the Punishing Strike chain. The bonus-damage specialization is useful against one target; reduce its cost if you run low on MP.
Vicious StrikeActive · level to 12Deals 79-79 damage to up to 4 enemies within 4m and increases Enmity. Restores 100 MP.
  1. +50% Multi-Hit on hit
  2. -2s [Warding Strike] cooldown on hit
  3. +20% MP restored
Fast attack against a group. Multi-hit and reducing Warding Strike's cooldown support the main rotation; choose MP recovery if you need more resource.
PunishmentActive · CD 30s · level to 16Selects a target within 20m and deals 1268-3805 damage to up to 4 enemies within 4m of the target and grants the Executor effect to the caster for 20s.
  1. +30% Skill Speed
  2. Inflicts Damage over Time to target on hit
  3. Ignores Block and Evasion and lands as a Critical Hit
A powerful charged attack and Executor. Cast speed helps complete the attack, damage over time adds damage, and at level 16 the critical hit pierces block and evasion.
Shield SmiteActive · CD 10s · level to 12Deals 145-145 damage to up to 4 enemies within 4m. Has a 60% chance to inflict Stun on the target for 3s. Triggers [Judgment] for 2s.
  1. -2s cooldown
  2. Removes MP Cost and restores 200 MP on hit
  3. 50% chance to trigger [Debilitating Smash] on hit
Stuns and activates Judgment. Cooldown reduction is the main choice; MP recovery helps when you run low.
Warding StrikeActive · CD 30s · level to 16Deals 353-353 damage to up to 4 enemies within 5m of the caster. Immediately restores 180-198 HP and grants Warding to the caster for 10s. Triggers [Judgment] for 2s.
  1. -5s cooldown
  2. +100 Block during Warding
  3. +10% PvE Damage Tolerance and +5% PvP Damage Tolerance to party members on skill use
Heals Templar, grants Warding, and activates Judgment. At level 16, reducing damage taken by the group is especially useful for a tank.
Shield RushActive · CD 20s · level to 16Rushes to a target within 10m and deals 258-258 damage after using [Dodge] or while flying. Has a 30% chance to inflict Stun for 3s. Triggers [Judgment] for 2s.
  1. +10m Range
  2. -10s cooldown
  3. +25% Stun Chance
A second skill named Shield Smite: it rushes to the target when you need to dodge quickly or while airborne, and unlocks Judgment again. Range and cooldown help you catch a target, but save the rush when you do not need it.
AnnihilateActive · CD 20s · level to 12Deals 719-719 damage to a target afflicted with Stun or Knockdown within 4m with a 30% chance to inflict Knockdown for 3s.
  1. +100% damage to targets with Incapacitated Immunity
  2. -10s cooldown
  3. +50% Multi-Hit on hit
Finisher against a stunned or knocked-down target. The bonus against targets immune to immobilization is useful against bosses; cooldown reduction depends on your build.

Target capture, control, and getting out of danger

PoachActive · CD 15s · level to 12Deals 49-49 damage to a target within 20m and pulls them in front of the caster, with a 75% chance to inflict Root for 2s.
  1. Moves to the target if target has Incapacitated Immunity
  2. Resets cooldown on defeating an enemy
  3. 10% Max HP Protective Shield
Pulls an enemy in. Rushing to an immune target helps start a fight, a cooldown reset on kill is handy while farming, and the shield adds a health buffer.
DefianceActive · CD 60s · level to 16Removes Stun, Knockdown, Airborne, Grab, Frost, and Fear from the caster and grants Tenacity for 5s.
  1. Restores 20% HP on using [Defiance]
  2. +2s Tenacity duration
  3. +50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
Removes several control effects and grants Defiance. Healing is useful in PvE; increased resilience during Defiance helps when incoming damage is dangerous.
Debilitating SmashActive · CD 10s · level to 16Deals 336-336 damage to up to 4 enemies within 4m and inflicts Debilitate for 5s on Block.
  1. -60% Incoming Heal during Debilitate
  2. Ignores Block and Evasion and lands as Multi-Hit
  3. 25% chance to reset cooldown on Block
Triggers after a successful block and weakens the target's defense. In PvP, reducing healing received helps against healers; piercing block and evasion helps against a protected target.
Flash RampageActive · level to 16Deals 152-152 damage to a target afflicted with Stagger within 4m and increases Enmity.
  1. Restores 120 MP on hit
  2. Changes to mobile skill
  3. -1s all cooldowns on hit
Use against a dazed target. MP recovery can help while leveling; reducing all skill cooldowns unlocks late and requires level 16.

Defensive and control stigmas: specializations

Shield of ProtectionStigma · CD 20s · level to 20Temporarily increases Block Damage Reduction by 100% and guarantees Block. Restores 110 MP and Stamina once on Block.
  1. +1 consecutive use
  2. +20% Move Speed for 3s on Block
  3. Restores 10% HP once on Block
Shield of Protection guarantees a block for its duration. An extra use and healing after a successful block suit a tank; choose this stigma over damage you need less.
TauntStigma · CD 30s · level to 20Deals 888-888 damage to a target within 20m and increases Enmity by 20000. Inflict Shrink for 15s on hit and has a 50% chance to inflict Taunt for 3s if the target is a…
  1. Adds -10% PvE Damage Tolerance reduction and -5% PvP Damage Tolerance reduction effect to Shrink
  2. +10% Shrink Attack reduction
  3. -5s cooldown
  4. +2s Taunt duration, +5s Shrink duration
Taunt holds NPC attention and weakens a character in PvP. Cooldown reduction at level 15 is especially useful when you need to pull the boss back again.
Second SkinStigma · CD 90s · level to 20Increases PvE Damage Tolerance by 30% and PvP Damage Tolerance by 15% for 10s.
  1. +10% all Element Tolerance for the duration
  2. +20% Block for the duration
  3. +20% PvE Damage Tolerance increase and +10% PvP Damage Tolerance increase
Second Skin protects against damage. At level 20 it also increases resilience to damage; use it before a dangerous attack.
Armor of BalanceStigma · CD 90s · level to 20Increases Impact-type Resist by 50% for 10s.
  1. +20% Ailment-type, Mental-type Resist for the duration
  2. +20% Move Speed for the duration
  3. +50% Impact-type Resist increase
Armor of Balance specializes in defense against shock and other negative effects. Choose it for a specific mechanic, not as a permanent stigma for every fight.
GrappleStigma · CD 90s · level to 20Selects a target within 20m and deals 1045-1045 damage to up to 4 enemies within 7m of the target, pulling them in front of the caster. Inflicts Root for 3s.
  1. 50% chance to inflict Stun for 3s on hit
  2. 20% of Max HP as Protective Shield for 10s on use
  3. -30s cooldown
  4. Up to +20% PvE Damage Tolerance and +10% PvP Damage Tolerance when more targets hit
Grapple pulls a group of enemies in. The shield adds survivability when used, while cooldown reduction helps in large-scale PvP.
Noble ArmorStigma · CD 300s · level to 20Increases Max HP by 5.4% for 300s and immediately restores HP by 5.4% of Max HP.
  1. +5% Defense for the duration
  2. x1.5 [Insulting Roar] effect for the duration
  3. x1.5 [Fury] effect for the duration
  4. +10% Incoming Heal for the duration
Noble Armor increases max HP for a long time. Its specializations strengthen defensive passive effects, making it useful preparation for a long fight.
Comrade in ArmsStigma · CD 120s · level to 20Increases the caster's PvE Damage Tolerance by 20% and PvP Damage Tolerance by 10% and redirects damage taken by a party member within 40m each time they are attacked,…
  1. Restores 25% of Max HP once if hit during Comrade in Arms while HP is 25% or less
  2. x1.5 [Guarding Seal] Protective Shield effect for the duration
  3. x1.5 [Block Pain] effect for the duration
  4. Restores 50% of caster's Max HP when the effect ends
Comrade in Arms redirects some allies' damage to Templar. Activate it only if you are ready to take extra damage and have enough health.
Assault FuryStigma · CD 120s · level to 20Selects a target within 20m and deals 951-951 damage to up to 4 enemies within 4m with a 30% chance to inflict Stun for 3s.
  1. +20% Attack for 5s on hit
  2. 500 MP damage on hit
  3. +10m Range
  4. +20% Stun Chance
Assault Fury is a ranged area attack. It can help start a group fight; choose it only if you are ready to give up a defensive stigma.

Active skill order

  1. Judgment
  2. Pummel
  3. Vicious Strike
  4. Warding Strike
  5. Shield Smite
  6. Punishment
  7. Poach
  8. Shield Rush
  9. Annihilate
  10. Defiance
  11. Debilitating Smash
  12. Flash Rampage

Passive skills

For the tank role, take passive group bonuses and survivability first, then personal damage. In easy quests, you can invest in offensive passives earlier.

Passive skill priorities

FuryPassiveIncreases Front Attack Damage Boost by 0.3% for the caster, and increases PvE Damage Boost by 5.5% and PvP Damage Boost by 2.75% for 20s for the caster and party members…Fury increases Templar's and the group's damage after a block. This is one of the class's main contributions in a group; keep the boss in front of you and block suitable attacks often.Enhance HealthPassiveIncreases the caster's HP by 250. Increases Max HP by an additional 7.5% and Incoming Heal by 6%.Enhance Health increases HP and healing received. A reliable early choice for a tank.Ironclad DefensePassiveIncreases the caster's Defense by 7% and Endurance by 1%.Ironclad Defense increases Defense and penetration resistance. Take it if incoming damage calls for more survivability.Insulting RoarPassiveIncreases Enmity Boost by 100% for the caster and increases Attack by 5.5% for 5s on landing a Front Attack.Insulting Roar increases Enmity and boosts Attack after a frontal attack. Useful for holding the boss and dealing personal damage.Punishing BenedictionPassiveIncreases the caster's Critical Hit by 100 and grants Punishing Benediction for 10s when landing an attack.Punishing Benediction adds critical hit and bonus damage on hits. A good offensive priority once the group has enough protection.Impact HitPassiveIncreases the caster's Impact-type Chance by 11.2% and Double Chance by 0.3%.Shock Hit improves the application of shock effects and Crushing Strike; especially suitable in PvP.Warding ShieldPassiveIncreases the caster's Block by 200 and restores 53-64 HP on Block.Warding Shield adds block and healing on block. Choose it for a more defensive build.Guarding SealPassiveGrants a Guarding Seal that blocks damage equaling 21% of Max HP for 30s when HP is 50% or less.Guarding Seal grants a shield at low health; useful as a backup defensive effect.Survival WillpowerPassiveIncreases the caster's Status Effect Resist by 17%. Increases PvE Damage Tolerance by 12% and PvP Damage Tolerance by 6% for 5s when afflicted with Stun, Knockdown,…Survival Willpower helps you survive control effects and reduces incoming damage afterward.Block PainPassiveGrants Block Pain for 10s when struck by an enemy.Block Pain periodically increases resilience to damage when you are attacked.

Passive skill order

  1. Fury
  2. Enhance Health
  3. Ironclad Defense
  4. Insulting Roar
  5. Punishing Benediction
  6. Impact Hit
  7. Warding Shield
  8. Guarding Seal
  9. Survival Willpower
  10. Block Pain

Stigmas

Global has four slots, unlocked at levels 22, 27, 32, and 37. Client skill descriptions list each stigma's effects and upgrade thresholds; check the description in the game window when choosing its level.

Defensive group setup

Offensive setup for easy PvE

Doom ShieldStigma · CD 30s · level to 15Rushes to a target within 20m and deals 1254-1254 damage. Has a 75% chance to inflict Knockdown for 3s. Grants a Protective Shield that blocks damage equaling 5% Max HP…
  1. Resets [Annihilate] cooldown on hit
  2. +200 Block for 5s on hit
  3. Resets cooldown on defeating an enemy
Doom Shield rushes in, knocks the target down, and unlocks Judgment for 3 seconds. At level 5 it resets Annihilate's cooldown; at 15, its own cooldown resets on a kill.
Executing BladeStigma · CD 45s · level to 15Deals 1335-1335 damage to up to 4 enemies within 4m and reduces Defense by -30% for 5s. Deals 20% more damage on attacking a target inflicted with Impact-type status.
  1. -15s cooldown
  2. Inflict Exposed for 5s on hit
  3. Critical Hit on hit
Executing Blade lowers the target's Defense; at level 10 it applies Vulnerability, and at 15 it gains a guaranteed critical hit.
Battlefield BannerStigma · CD 90s · level to 15Increases Attack proportional to Defense for 10s.
  1. +10% Multi-Hit Chance for duration
  2. +10% Weapon Damage Boost for duration
  3. +20% Attack increase proportional to Defense
Battlefield Banner briefly increases Attack in proportion to Defense; it is more valuable when Templar is already well protected.
Empyrean Lord's PunishmentStigma · CD 60s · level to 15Selects a target within 20m and deals 939-939 damage to up to 4 enemies within 4m of the target. Has a 50% chance to inflict Stun for 3s.
  1. Up to +20% damage when less targets hit
  2. +50 Stagger Gauge Damage
  3. +10% PvE Damage Boost and +5% PvP Damage Boost for 10s on hit
Empyrean Lord's Punishment is a ranged area attack, stuns NPCs, and increases PvE damage at level 15.
TauntStigma · CD 30sDeals 888-888 damage to a target within 20m and increases Enmity by 20000. Inflict Shrink for 15s on hit and has a 50% chance to inflict Taunt for 3s if the target is a…Taunt helps hold a target when switching from a PvE setup; in PvP, it also weakens the opponent's Attack and Accuracy.

In a regular dungeon, you can take Taunt, Doom Shield, Executing Blade, and Battlefield Banner to maintain aggro, Judgment windows, and damage. If the fight requires constant protection, replace Battlefield Banner and one offensive stigma with Nezekan's Shield and Second Skin or Noble Armor. In PvP, take Taunt instead of the banner if it is not already equipped, or Grapple to gather enemies.

Upgrade order

  1. FirstBring key stigmas to the next useful threshold; do not spread points without a goal.
  2. NextFor aggro, upgrade Taunt to level 15 to reduce its cooldown.
  3. ThenImprove Doom Shield and Executing Blade; they support damage and Judgment windows.
  4. For a difficult fightPut points into the defensive stigmas you have chosen and will actually use.

Global: what we compared

Both Global guides agree on offensive windows and allow switching stigmas for PvP, but place different emphasis on leveling and defense. The build below is chosen for the demands of the fight: first hold the target and keep the group safe, then deal damage.

TopicEarly-game optionAlternativeWhat to choose
PvE stigmasA more defensive combination with Noble Armor and Battlefield Banner; designed for comfortable progress and boosting damage through DefensePrioritize Taunt, then Doom Shield, Executing Blade, and Battlefield Banner; add defense for difficult fightsFor an easy fight, use the offensive combination if the boss stays on you. If the group is losing health or control of the boss, replace damage with Nezekan's Shield and Second Skin
PvP stigmasReplace Battlefield Banner with Taunt to weaken and hold a characterKeep the rush and control, and improve target gathering with GrappleAgainst one target, weakening is more useful; in a group fight, pulling enemies in helps. Keep Global's four-slot limit in mind
MacroOnce you know the rotation, combine repeated attacksPlay manually at first and do not automate the whole rotationManual control is safer for a tank and new players: a macro cannot tell when the boss is attacking or the group needs protection
Passive skillsEarly builds focus more on extra damage and personal defenseFury is the first choice because it boosts the group after a blockFor a group tank, level Fury first: its effect benefits everyone. Solo players can invest in personal damage sooner if they already have enough survivability
Daevanion prioritiesFirst take active skill nodes to the needed levels, then offensive bonusesLevel skills to 12 and take useful cooldown-reduction or damage-reduction nodesIn the client, each active skill appears once on the board. Start with the skills you use, then choose between damage and defense

The number of stigma slots and their unlock levels are confirmed for Global: four slots at levels 22, 27, 32, and 37. Do not transfer builds from other regions with extra slots into this setup.

PvE: solo and group

Solo

Start the fight with Poach, gather enemies nearby, and use area attacks. Against ordinary enemies, take the Poach specialization that resets its cooldown on a kill. Use Punishment when ready, then keep Judgment available with shield attacks. Do not spend all your rushes at once: save one to catch a fleeing target or leave a dangerous area.

Group tanking

Before the fight, check that Taunt, Nezekan's Shield, and Defiance are ready. Start with a pull or taunt, then use Vicious Strike, Warding Strike, and shield attacks to hold Enmity. Face the boss away from the group: do not drag it through allies or turn it without a reason. Once the group is in position, try to stay put so melee fighters can keep reaching the target.

Defense priority: Nezekan's Shield for a dangerous group attack → Second Skin before damage to you → Defiance when controlled. Warding Strike heals you and reduces damage taken; use it regularly, but remember that it is also needed for a Judgment window. Do not spend all your defenses in a row if the boss's mechanic is still ahead.

Before the pull, agree with the group where the boss will stand, especially if it has a frontal attack or a dangerous area. Once the fight starts, do not run in circles: move only to avoid a mechanic or return the boss to position. If you lose Enmity, use Taunt and keep attacking; if an ally accidentally takes the target, do not turn the boss through the other players.

When the boss prepares a strong attack, first check whether you can avoid it by moving. If not, activate your personal defense before it lands, and save the group-wide Nezekan's Shield for an attack that hits several group members. If dangerous attacks come one after another, rotate your defenses so you are not left without an answer.

If the group is safe, switch to the offensive setup: Battlefield Banner, Executing Blade, Empyrean Lord's Punishment, and Doom Shield. Templar can deal notable damage in easy content, but in a difficult fight its first duty is to stop the boss from turning on allies.

PvP: what changes from PvE

Accuracy, control, and the ability to catch your target matter more in PvP. Keep Defiance on a separate key; Taunt lowers a character's Attack and Accuracy, while Grapple pulls a group of enemies in. Shield Smite and Empyrean Lord's Punishment can stop a target, though whether the stun lands may depend on the opponent's resistance.

Save Shield Smite and Poach until the enemy has used their movement skill; do not spend both rushes to engage. Against a target with healing, use Debilitating Smash with a suitable specialization. Against a group, replace some offensive stigmas with Taunt and Grapple; solo PvP needs more self-protection and control.

Rotation and macros

Start manually so you learn to watch Enmity, the Judgment window, MP, and dangerous attacks. A macro can use the wrong skill at the wrong time, so keep defense, taunt, movement, and control breaks on separate buttons.

Group PvE

  1. Step 01 — PrepareRefresh Noble Armor if you have equipped it, and check the group's position.
  2. Step 02 — EngageStart with Poach or Taunt, then approach the boss and turn it away from your allies.
  3. Step 03 — Hold aggroUse Vicious Strike and Warding Strike, alternate blocks with attacks, and watch your Enmity.
  4. Step 04 — Damage windowAfter Shield Smite, Warding Strike, or Doom Shield, use Judgment; apply Executing Blade and Battlefield Banner before a strong damage window.
  5. Step 05 — DefendSave Nezekan's Shield and Second Skin for known attacks. If the boss stuns you, use Defiance.

Solo damage

  1. Step 01 — Power-upStart with a fully charged Punishment if it is safe to stand still.
  2. Step 02 — DebuffUse Executing Blade to lower the target's Defense.
  3. Step 03 — WindowUse Doom Shield or Shield Smite, then repeat Judgment while it is available.
  4. Step 04 — Fill gapsBetween windows, use Pummel, Vicious Strike, and Annihilate when available.
  5. Step 05 — MoveSave Shield Smite to chase or avoid danger; do not start an automatic chain if the target is preparing an attack.

If you set up a simple macro, include only repeated offensive skills. Do not add defensive stigmas, Defiance, Taunt, or either movement skill: you need to control them based on the situation. Set delays and key bindings according to the game instructions; client data does not confirm a specific delay value.

Daevanion

Global boards are compact, but still let you raise each active skill with a node; first take nodes for the skills your role needs. Class data shows Nezekan, Zikel, Vaizel, and Triniel boards requiring levels 12, 20, 30, and 40; the Azphel board is also available at level 45.

For an offensive setup, look for nodes for Judgment, Pummel, Vicious Strike, Punishment, and the skills whose specializations you use. For a tank, take defense and stat-boosting nodes earlier if they are on the way. Follow the shortest route to the node you want and take useful nodes along the way; do not spend most of your points on a long detour for one minor bonus.

What skill levels doSkill points raise an active skill to level 10. Daevanion nodes can raise it further, and in Global each active skill appears once on a board. Check the final level and available specializations in the Daevanion calculator.

Gear and stats

When changing gear, compare item levels and overall survivability first. Do not give up a large amount of health and Defense for a small Attack increase if the boss is already dangerous for the group. The client tables and transcripts used here do not confirm exact items or gear thresholds for the current Global raid.

Stat priority for a tank: HP and Defense, then block and resilience to damage, followed by Attack and Accuracy. For an offensive setup, raise Attack, Accuracy, and Critical Hit, while keeping enough defense for the dungeon. Might increases Attack, and Precision helps you hit; do not put them ahead of a tank's survivability if that makes the group less stable.

For soul binding, keep a useful line that has already appeared on a good item; expensive rerolls are not worthwhile on temporary gear. Prioritize Attack/damage on weapons and offensive slots, and health, Defense, and resilience on defensive slots. In PvP, assess Accuracy and player defense separately, since targets and incoming damage differ from PvE.

For basic stats, see the Stats guide; compare available items and slots in the gear calculator.

SlotWhat to check firstWhen to change priority
Weapon and shieldItem levels; useful offensive lines on the weapon and defensive lines on the shieldIf you cannot hold the boss, improve defense and Enmity instead of focusing only on Attack
ArmorHP, Defense, and resilience to damageFor easy content, you can keep more offensive lines
Gloves and bootsLines that help you hit and move between mechanicsIn PvP, value mobility and Accuracy above raw damage
Accessories and ringsStats for your role; bonuses to frequently used skillsDo not reroll temporary items for a small gain

This is an order for checking gear, not a list of specific items: client item tables confirm names, item levels, and available stats, but do not show one best Templar build for every boss.

Manastones

Start with stones that suit the level of your gear; save expensive ones for items you do not plan to replace soon. In Global, each enhancement level increases an item's level by +1. For manastone lines, gray quality gives +1, green +2, and blue +3 to item level.

For a tank, choose available defensive stats and HP if you need them to survive a particular boss. For an offensive setup, choose Attack and Accuracy until you can comfortably hit your targets, then Critical Hit or damage amplification. Client data does not establish the best Templar values or a boss Accuracy threshold; do not chase a made-up number.

Arcana

Arcana can provide extra stats and skill levels. First look for bonuses to skills you use all the time: Judgment, Pummel, Punishment, and skills that unlock Judgment. For a tank, a useful defensive stat can be better than a random level for an offensive skill.

Among cards of the same rarity, compare the stats and skill levels you actually rolled, not just the card type. The Global materials used here do not confirm an Arcana lineup or optimal set for Templar, so no specific slot distribution is given. Verified Global card-system numbers: 5 slots, item levels 20/40/60/80, and enhancement up to +5; these are general card rules, not class skill priorities.

Pet breed

Choose a pet breed for the stats your role needs, then check the lines available on the pet itself. Health, resilience, or block can help a tank; Accuracy and offensive stats suit an offensive build. Do not lock a line until you have decided to keep the pet: locking it increases the cost of later rerolls.

Client `data/pets.json` describes general pet options and their stats, but does not confirm a specific “best breed” or special thresholds for Templar. This guide therefore does not name one pet or promise that one line is always better than another.

Common mistakes

  1. Starting without EnmityThe boss runs to an ally and attacks the group; start with Poach or Taunt, then keep attacking.
  2. Turning the boss toward the groupAllies get hit by frontal attacks; turn the boss away from them and keep it facing the same direction.
  3. Using defense too earlyYou have nothing left for a dangerous mechanic; save Nezekan's Shield and Second Skin for predictable damage.
  4. Pressing Judgment outside its windowThe skill is unavailable or goes on cooldown; first use a skill that activates it.
  5. Automating the whole hotbarA macro may spend a rush, taunt, or defense at the wrong time; control situational skills manually.
  6. Copying an offensive setup into a hard fightTemplar lacks defense and the group has to stop fighting; switch to defensive stigmas before entering.
  7. Treating block as personal defense onlyThe group loses the benefit of Fury; face suitable attacks and keep blocking.

Checklist

Before the dungeon

  • Taunt is ready if you are responsible for holding the boss.
  • The boss will face away from the group, and the tank knows where it is safe to turn it.
  • Nezekan's Shield and a defensive stigma are saved for dangerous mechanics.
  • Defiance, rush, and pull are assigned to separate buttons.
  • Use Judgment after it is activated by a shield attack, Warding Strike, or Doom Shield.
  • Stigmas match the difficulty: defense for dangerous content, offense for safe content.
  • Avoid expensive gear rerolls and manastones if the item will soon be replaced.

Key points

In a group, Templar starts the fight, keeps the boss in front, and saves defenses for dangerous attacks. Between blocks and support, use Judgment during its active windows; Fury helps the whole group after a block. For easy PvE, you can switch to offensive stigmas; for a difficult fight, bring back defense and manage skills manually.

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