Aion 2

Aion 2 Templar Guide: Skills, Stigmas and Build

Master the Aion 2 Templar with our guide to early skills, essential Stigmas, Daevanion priorities, macro setups, and PvE/PvP playstyles.

8 min readVerified 9/21/2026

The Templar is Aion 2's main tank. If you want to protect your party, hold the boss's attention, and survive the heaviest hits the game can throw at you, this is your class. While other classes dodge away from danger, the Templar stands its ground and absorbs the impact.

This page is built around one question: where do your points go, and when. It gives the character level each skill arrives at, which skills to raise first, the specialty to take at each skill level, how a freshly levelled 45 spends its points, and which skills go to 20 after that. Stigmas, Daevanion, macros and play in PvE and PvP follow. For how the Templar stacks up against the rest of the roster, see the Class Tier List.

The macro, in short

If you only want the rotation, here is a setup that works. Every step in this macro runs on a 10 ms delay.

steps

  1. Vicious Strike
  2. Taunt
  3. Judgment
  4. Debilitating Smash

This is the later version, which adds Debilitating Smash to the earlier three-step chain.

the in-game Macro panel holding the Templar chain, each step on a ten millisecond delay

The Templar macro, every step on a 10 ms delay

the skill bar for the Templar, with the level shown on every slot

The skill bar behind that chain, with the level on each slot

The skill levels in that panel come from a live server and run past anything global has on day one, so copy the order rather than the numbers.

A Korean guide covering the same class: Chapter 1 Templar training-dummy run by Oje.

The rest of this page is the build behind that chain: what to level first, which Stigmas carry it, and where the Daevanion points go.

The true tank: role and weapon

The Templar is a melee tank class. In multiplayer content, your job is simple but critical: keep the boss's aggro, control enemies, and stop it from turning on your healer or DPS.

The trade-off for this high survivability is low mobility and low damage output. ZYASO notes that the class is very slow to farm with in solo play compared to pure DPS classes. However, in group content, you are indispensable.

A critical mechanical detail for the Templar is targeting. You must play in Target Combat mode rather than Action mode. Target Combat mode allows your character to automatically weave your basic attack, Vicious Strike, between your skills. This constant auto-attacking is mandatory because it regenerates your MP (mana). If you play in Action mode, you will stop attacking after every skill cast, and you will constantly run out of mana.

Build order: what to level and when

Five parts, in the order you meet them: how points and specialties work, the level-by-level order, a real level 45 allocation, the specialty picks, and the targets after 45.

How skill points, levels and specialties work

Every skill starts at level 1 and is raised with mastery points in the skill window. Points take a skill to level 10 and no further. The game data sets the price and what each level opens:

Skill level Mastery points What it opens
2 to 4 1 per level A stronger skill only
5 to 7 2 per level A stronger skill only
8 4 First specialty slot and a choice of three specialties
9 and 10 4 per level The cap for mastery points
12 Daevanion, gear or Arcana Second slot and the fourth specialty
16 Daevanion, gear or Arcana The fifth specialty
20 Daevanion, gear or Arcana Third slot

So a skill costs 13 points to reach 8 and 21 to reach 10. Your character level is the second limit: after you learn a skill, it can go up one level every three character levels. Vicious Strike, learned at level 1, can reach 8 at character level 19 and 10 at 25. Punishment, learned at 14, can reach 8 at 32 and 10 at 38. Fury is the exception worth knowing: it arrives at 21 with no level gate, so all ten of its levels can be bought the moment you learn it. Survival Willpower at 23 and Block Pain at 25 work the same way.

The budget is the third. aLuckyRO counts about 250 points on a character that has just reached 45, and around 420 at end game, in his Gladiator build video; the levels his fresh Templar bought with points, below, come to about the same at the game's prices. At 21 points a skill, 250 buys roughly twelve skills at 10, so you cannot max everything by 45. Resets are free, so a wrong choice only costs you the time to reassign it.

Level 1 to 45, step by step

Each block below puts the unlock levels from the game data next to what the sources say to do with your points at that stage. Most of them start with your two mouse-button skills; they split on how early to spread points across the other actives and when to buy passives.

Levels 1 to 8

  • Skills learned:  Vicious Strike,  Pummel,  Poach,  Enhance Health (1),  Shield Smite (3),  Judgment (4),  Flash Rampage (5),  Warding Shield (6),  Debilitating Smash (7),  Warding Strike (8)
  • Skills that can reach 8: None yet
  • Where the points go: Vicious Strike and Pummel to the highest level your character allows, then Poach and Warding Strike

Levels 9 to 18

  • Skills learned:  Punishing Benediction (9),  Shield Rush (10),  Ironclad Defense (11),  Annihilate (12),  Guarding Seal (13),  Punishment (14),  Impact Hit (15),  Defiance (16),  Insulting Roar (17)
  • Skills that can reach 8: None yet
  • Where the points go: Keep both clicks capped. Gamerbinu also raises Punishment early, from 14

Levels 19 to 25

  • Skills learned:  Fury (21), Stigmas (22),  Survival Willpower (23),  Block Pain (25)
  • Skills that can reach 8:  Vicious Strike,  Pummel,  Poach,  Enhance Health (19),  Shield Smite (21),  Judgment (22),  Flash Rampage (23),  Warding Shield (24),  Debilitating Smash (25)
  • Where the points go: First specialties on Vicious Strike and Pummel at 19. Fury, aLuckyRO's first passive, can take all ten levels at 21. Both clicks can reach 10 at 25

Levels 26 to 38

  • Skills learned: Nothing new
  • Skills that can reach 8:  Warding Strike (26),  Punishing Benediction (27),  Shield Rush (28),  Ironclad Defense (29),  Annihilate (30),  Guarding Seal (31),  Punishment (32),  Impact Hit (33),  Defiance (34),  Insulting Roar (35)
  • Where the points go: The other actives to 8 as each one unlocks. Punishment can reach 8 at 32 and 10 at 38

Levels 39 to 45

  • Skills learned: Nothing new
  • Skills that can reach 8: Nothing new
  • Where the points go: Insulting Roar can reach 10 at 41. Spend what is left as in the next section

Where that advice comes from: an Inven post of 19 November 2025 takes Vicious Strike (the left click) and Pummel (the right click) to 8 first and then levels every passive, and says points in the big area skills are poorly spent early because their cooldowns are long; its plan is both clicks at 12 by about character level 25. ALLGAME spreads points evenly to 8 in the order Vicious Strike, Pummel, Poach, Warding Strike, and buys passives only when there are points to spare. Gamerbinu also brings every skill to 8 before pushing any one to 10, because each level costs more than the last, calls Punishment the strongest skill early on, and puts actives ahead of passives because passives have no specialties. Society of Gaming gives the rule for every class: left click and right click first, because they have no cooldown and the left click restores MP.

Points stop at 10, so the 12 in that Inven plan needs levels from outside the skill window, and Daevanion skill nodes are the easy source. ALLGAME aims the actives at 12 that way, and an Inven specialty post of 21 November 2025 says Daevanion nodes alone get a skill to 12 easily. Gamerbinu uses the same nodes one step earlier: when a skill sits at 7, he takes its Daevanion node first so it reaches 8 and its first specialty.

Where 250 points go at level 45

aLuckyRO levelled a new Templar to 45 for his beginner build and shows its skill window on screen. The levels are as the window shows them. The tooltips put a +1 from outside the skill window on Judgment, Annihilate, Flash Rampage, Debilitating Smash, Warding Strike, Shield Rush, Defiance, Fury and Impact Hit, and +2 on Enhance Health and Punishing Benediction.

the Templar skill window at level 45, with the level of every active and passive skill

A freshly levelled 45: both clicks, Judgment, Annihilate and Punishment at 10 or 11, the other actives at 8, and four passives at 10 or more. Source: aLuckyRO

Skill Level Specialty he takes
 Vicious Strike 10 +20% MP restored
 Pummel 10 [Punishing Strike] absorbs 3% HP for general play; -20% MP consumed with a Cleric in the party
 Judgment 11 Absorbs 1% HP when solo, the extra damage option in a group
 Annihilate 11 +100% damage to targets with Incapacitated Immunity
 Punishment 10 +30% Skill Speed, so you stand still for less time while it charges
 Poach 8 Moves you to a target with Incapacitated Immunity for bosses; cooldown reset on a kill for farming
 Shield Smite 8 Removes MP cost and restores 200 MP on hit
 Warding Strike 8 +100 Block during Warding early, -5 s cooldown later
 Shield Rush 8 +10 m range
 Flash Rampage 8 Absorbs 5% HP or restores 120 MP
 Debilitating Smash 8 30% chance to Stun, or +3 s Debilitate on bosses
 Defiance 8 Restores 20% HP on use; he calls it less important
 Fury,  Punishing Benediction,  Insulting Roar,  Enhance Health 10 or 11 Passives
 Warding Shield,  Impact Hit,  Survival Willpower,  Block Pain,  Ironclad Defense,  Guarding Seal 1 or 2 Passives

He says he maxed the most important skills: Vicious Strike, Pummel, Judgment, Annihilate and Punishment all have the full 10 from points, and Judgment and Annihilate show 11 with the bonus. For passives he names Fury first, the party damage buff, then Punishing Benediction for Critical Hit and Insulting Roar for the enmity that keeps bosses on you, with the rest into Enhance Health for HP and Incoming Heal. He leaves the defensive passives low on purpose, because early PvE is easy, and calls Impact Hit the later target, as for every melee class. Five of his actives at 8 are really 7 plus 1, so their first specialty cost 9 points instead of 13.

Specialty picks for the main skills

A skill has five specialties. You use one at skill levels 8 to 11, two from 12, and three from 20, so the order below is the order you slot them in. The options are from the game data; the picks are the creators'.

the Shield Smite skill page with the specialty that removes its mana cost and restores mana

Shield Smite with the specialty that removes its MP cost and restores 200 MP, the node that turns the Templar's dearest skill into a mana source. Source: aLuckyRO

 Vicious Strike

  • At skill level 8, pick one of: +20% MP restored; absorbs 1% HP; +50% Multi-Hit on hit
  • At 12 and 16: 12: -2 s Warding Strike cooldown on hit. 16: adds the Threatening Blow chain
  • Who picks what: Levelling: Multi-Hit (Inven, ALLGAME) or MP restored (aLuckyRO). End game: the 12 and 16 options with HP absorb or Multi-Hit (Ppayeomland), or with HP absorb (Seonghan)

 Pummel

  • At skill level 8, pick one of: -20% MP consumed; [Punishing Strike] absorbs 3% HP; up to 12% more damage when fewer targets are hit
  • At 12 and 16: 12: -1 s Punishment cooldown on hit. 16: [Punishing Strike] deals extra damage
  • Who picks what: Levelling: up to 12% more damage (Inven, ALLGAME) or HP absorb (aLuckyRO, Gamerbinu). End game: up to 12% more damage plus the 12 and 16 options (Ppayeomland)

 Judgment

  • At skill level 8, pick one of: absorbs 1% HP; extra damage to targets with an Impact-type status; extra damage on hit
  • At 12 and 16: 12: Critical Hit on hit. 16: removes the cooldown
  • Who picks what: Levelling: HP absorb solo, extra damage in groups (aLuckyRO). End game: extra damage, Critical Hit and no cooldown (Ppayeomland, Seonghan, Ashura Whole Heavens); for more sustain, HP absorb in place of extra damage (Ppayeomland) or of Critical Hit (Seonghan)

 Punishment

  • At skill level 8, pick one of: absorbs 10% HP; Damage over Time on hit; +30% Skill Speed
  • At 12 and 16: 12: usable while moving. 16: ignores Block and Evasion and lands as a Critical Hit
  • Who picks what: Levelling: Skill Speed (aLuckyRO, Inven), then moving or Damage over Time in the second slot (Inven). End game: Damage over Time, Skill Speed and the 16 option (Ppayeomland, binstory, Ashura Whole Heavens), or HP absorb in place of Damage over Time (Seonghan)

 Shield Smite

  • At skill level 8, pick one of: +1 s Stun; removes MP cost and restores 200 MP on hit; 50% chance to trigger Debilitating Smash
  • At 12 and 16: 12: -2 s cooldown. 16: AoE Stun
  • Who picks what: Levelling: the MP option (aLuckyRO) or the Debilitating Smash trigger (Inven, Gamerbinu). End game: the MP option plus -2 s cooldown (Ppayeomland)

 Warding Strike

  • At skill level 8, pick one of: -5 s cooldown; +100 Block during Warding; Heal over Time during Warding
  • At 12 and 16: 12: more Damage Tolerance the more targets you hit. 16: +10% PvE Damage Tolerance to party members on use
  • Who picks what: Levelling: +100 Block (aLuckyRO, Inven) or Heal over Time (ALLGAME). End game: -5 s cooldown and the 16 party option (Seonghan), or -5 s and +100 Block (Ppayeomland)

 Annihilate

  • At skill level 8, pick one of: +50% Multi-Hit on hit; +20% Knockdown chance; +100% damage to targets with Incapacitated Immunity
  • At 12 and 16: 12: -10 s cooldown. 16: becomes an AoE
  • Who picks what: Levelling: Multi-Hit, then -10 s at 12 (Inven), or the Incapacitated Immunity option (aLuckyRO). End game: the Incapacitated Immunity option and -10 s (Ppayeomland, Ashura Whole Heavens)

 Poach

  • At skill level 8, pick one of: moves you to a target with Incapacitated Immunity; -20% Status Effect Resist on hit; cooldown reset on a kill
  • At 12 and 16: 12: 10% Max HP shield. 16: 50% chance to Stun
  • Who picks what: Cooldown reset for field farming, moving to the target for bosses that cannot be pulled (ALLGAME, aLuckyRO). End game: both (Ppayeomland)

Ppayeomland adds a condition on Warding Strike: take the 12 option at skill level 12 and the 16 option at 16 in place of +100 Block if you are not on a natural-Block build or your base Block is over 2,800.

The payoff skills behave like this in the game data. Judgment opens for a moment after a shield skill: Shield Smite, Warding Strike and Shield Rush each trigger it for 2 seconds and the Doom Shield stigma for 3, and its skill level 16 specialty removes its cooldown; Seonghan says Judgment can be fired without pause from 16. Punishment charges up to three levels and grants Executor for 20 seconds: +200 Accuracy, +20% PvE Damage Boost and +10% PvP Damage Boost. Warding Strike grants Warding, +20% PvE Damage Tolerance for 10 seconds. Debilitating Smash strikes after a successful Block and cuts the targets' Defense by 25%.

For the rest, Ppayeomland takes +10 m range and -10 s cooldown on Shield Rush, +3 s Debilitate and the 12 option on Debilitating Smash (which he calls optional), and Restores 20% HP with the 12 option on Defiance, with the 16 option as the alternative. He does not use Flash Rampage; Gamerbinu aimed it at 16 early in November 2025 for its level-16 specialty, which then cut all cooldowns by 3 s on hit; the game data now gives -1 s.

After 45: which skills go to 16 and 20

Past skill level 10, the extra levels come from elsewhere. An Inven guide lists the sources: Daevanion skill nodes (up to +4 on a skill), rings, the weapon and guard, and Arcana cards. Seonghan's example: 10 from points, 4 from Daevanion and 4 from a single Arcana card make 18, and one level from each of two rings makes 20. Global launches with skill and stigma levels capped at 20, according to CrusherXGaming. Level 20 matters because it opens the third specialty slot.

Skill Target Who says so
 Judgment 20, first Seonghan and binstory rank it first; Bbanghobbang lists it as a required 20
 Vicious Strike 20 Seonghan (a must, second), binstory (second), Bbanghobbang (required only if your macro pairs it with Judgment)
 Pummel 20, or 16 if you are short Bbanghobbang (required), Seonghan (third, 16 is fine when short), binstory (fourth)
 Punishment 20 binstory (third), Seonghan (fourth), Bbanghobbang (optional)
 Warding Strike 16 Seonghan (16 for the party Damage Tolerance, fifth in line for 20), binstory (optional)
 Shield Smite 16 Seonghan
 Poach,  Shield Rush,  Defiance,  Debilitating Smash 12 Seonghan, who also calls Poach at 8 enough

An Inven player's PvE skill window from 22 August 2026 matches that shape: Vicious Strike, Pummel, Judgment and Punishment at 20, Warding Strike at 16, most of the rest between 12 and 15, and Flash Rampage left at 1.

Bbanghobbang ties the choice between the two clicks to the macro. Korean players pair either Vicious Strike or Pummel with Judgment when they cancel animations; he calls Pummel the core of its pairing and Vicious Strike a must only for the other. Patches keep changing which pairing is stronger: he went back to recommending the Pummel pairing on 4 September 2026, and an Inven post of 16 September 2026 says the Pummel pairing no longer works and the Vicious Strike pairing is now the strongest. Seonghan wants both clicks at 20 where you can, and the Inven player's window has both there.

Passives go well past 10 in Korea. binstory (14 August 2026) and the Inven player rank Fury first, then Insulting Roar, then Impact Hit; Bbanghobbang puts Fury first and calls the other two about equal, and his screen shows Fury at 35, Impact Hit at 33 and Insulting Roar at 30. Fury is the party buff: at its first level it adds 5.5% PvE Damage Boost to you and your party for 20 seconds each time you Block. Seonghan explains why Insulting Roar climbed: it used to do nothing useful, and now it adds Attack after a Front Attack. binstory puts leftover points into Punishing Benediction for damage, or Enhance Health and Ironclad Defense for survival. Ashura Whole Heavens ranks Punishing Benediction and Fury as his top two, with Impact Hit third. Those levels are Korean; global starts with skill levels capped at 20.

Stigmas worth taking

Stigmas are extra abilities you equip outside your main skill tree. For a full breakdown of the system, see the Skills, Stigmas and Macros guide.

Stigma skills require character level 22 in the game data. Each one costs a shard to acquire, then 1 shard per level up to 5, 2 per level to 10, 4 per level to 15 and 8 per level to 20: 75 shards to take one stigma to 20. A stigma gains a perk every five levels and keeps it. On the servers already running you started with four stigma slots, then five, then six, according to Madsin. Korean guides also rate level-25 perks; global caps stigma levels at 20 at launch, according to CrusherXGaming.

the Taunt stigma page showing its enmity gain and thirty second cooldown

Taunt, which adds 20,000 enmity and shrinks the target, sitting on the 30 second cooldown that enchanting brings down. Source: aLuckyRO

Stigma What it does The perks that matter
 Taunt Hits a target within 20 m, raises Enmity and inflicts Shrink for 15 s (-200 Accuracy, -10% Attack) 5: Shrink also cuts PvE Damage Tolerance by 10%. 15: -5 s cooldown. 20: +2 s Taunt and +5 s Shrink
 Noble Armor +5.4% Max HP for 120 s, and heals 5.4% of Max HP at once 5: +5% Defense. 10: Insulting Roar x1.5. 15: Fury x1.5
 Battlefield Banner Attack in proportion to your Defense for 10 s 5: +10% Multi-Hit Chance. 10: +10% Weapon Damage Boost. 15: +20% more Attack from Defense. 20: -30 s cooldown
 Empyrean Lord's Punishment Hits up to four enemies around a target within 20 m, 50% chance to Stun (100% on NPCs), 50 Stagger Gauge Damage 5: up to +20% damage when fewer targets are hit. 15: +10% PvE Damage Boost for 10 s on hit. 20: +25% Stun Chance
 Doom Shield Rushes a target within 20 m, 75% chance to Knock Down, a 5% Max HP shield, and triggers Judgment for 3 s 5: resets Annihilate's cooldown on hit. 15: resets its own cooldown on a kill
 Executing Blade Hits up to four enemies within 4 m and cuts their Defense by 30% for 5 s, 20 Stagger Gauge Damage 5: -15 s cooldown. 15: Critical Hit on hit
 Shield of Protection A guaranteed Block with 100% more Block damage reduction, and 110 MP and Stamina back once on a Block 5: +1 consecutive use. 20: 10% HP back once on a Block
 Nezekan's Shield A shield worth 41% of Max HP on you and party members within 40 m for 3 s 10: +2 s shield duration. 15: +20% PvE Damage Tolerance while it lasts

The order to fill them:

steps

  1. From level 22, learn the offensive stigmas and take them to 5. aLuckyRO's fresh 45 has Empyrean Lord's Punishment, Doom Shield, Executing Blade and Battlefield Banner at 5, Noble Armor at 3 and Taunt at 1. An Inven post of 19 November 2025 levels with Taunt, Executing Blade, Doom Shield and Empyrean Lord's Punishment, and takes Executing Blade to 5 first, then Doom Shield, then Empyrean Lord's Punishment. Level 5 is 5 shards each.
  2. Raise Taunt. aLuckyRO says you always need it to control bosses and should take it to at least 15, for the shorter cooldown.
  3. Move to the end-game six. binstory's PvE set is Noble Armor, Battlefield Banner, Taunt, Shield of Protection, Doom Shield and Empyrean Lord's Punishment. He keeps Noble Armor up at all times because its 10 and 15 perks make Insulting Roar and Fury 1.5 times stronger, and takes Shield of Protection because its guaranteed Block sets off Fury.
  4. Push the three 25 picks highest. binstory counts Battlefield Banner, Taunt and Shield of Protection as the three Korean players most often take to 25, and calls Doom Shield at 20 enough. Seonghan says Shield of Protection and Doom Shield earn their slot from 15.

While levelling, the sources pick differently. ALLGAME learns Empyrean Lord's Punishment, Grapple, Executing Blade and Nezekan's Shield, keeps all four at level 1 while levelling, and puts shards into whichever one he finds he needs. Gamerbinu levels with Empyrean Lord's Punishment, Taunt, Noble Armor and Grapple for fast progress, and expects to move to defensive ones such as Second Skin, Nezekan's Shield and Shield of Protection once dungeons take over. ZYASO skipped Nezekan's Shield because the shield does not last long.

Because early dungeons like Krao Cave and Fire Temple are relatively easy, you do not need a fully defensive Stigma loadout. aLuckyRO recommends running offensive Stigmas like Executing Blade early on to speed up your clears.

Daevanion priorities

Templar is the premier tank, requiring heavy investment in survivability.

Full KR/TW Route (8 Boards)

steps

  1. Markutan (Marchutan) — Defense & Max HP The core board for Templars. Maximize all damage mitigation, block, and HP nodes.
  2. Gikkel (Zikel) — Damage Tolerance Take the Tolerance route to further reduce incoming damage.
  3. Eusdier (Yustiel) — Cooldown Reduction Essential for keeping defensive cooldowns and taunts active.
  4. Nestaken (Nezekan) — Combat Speed Faster animations for blocking and reaction skills.
  5. Ariel — PvE Utility Take PvE damage reduction nodes.
  6. Aspel (Azphel) — PvP Defense Crucial for PvP frontlining.
  7. Bai Jie (Vaizel) & Trinelle (Triniel) Skip unless building specifically for solo damage.

Macro setup for MP and aggro

The Templar relies on the in-game macro system to manage its skill chains and cancel animations.

the Vicious Strike skill page with the plus twenty percent mana restored specialty

Vicious Strike restores 100 MP by itself and 120 with the +20% MP restored specialty, which is why it anchors the mana chain. Source: aLuckyRO IT_GUIDES_COMPONENT_4

Keep the ranged pull skill, Poach, out of your macro chains: its 20m range means the chain has to walk you into melee range afterward, which looks clunky. Lean on your MP specialties inside the macros instead so you do not run out of mana.

PvE play: dungeons and slow grinding

The Templar is highly sought after in group content. Dungeons and raids require a tank, and you will never struggle to find a party.

However, solo leveling and farming is a slow process due to your low damage output. The pull skill, Poach, is notoriously annoying for farming. As Korean Templar player Altari Mukguk explains, if you do not kill the pulled monster in one hit, its cooldown fails to reset, forcing you to walk over and finish off your next target manually before you can pull again.

At the current stage of the Korean build, PvE tanking lacks deep mechanical complexity. Your main job is to absorb hits and hold aggro rather than actively dodging and parrying in a dynamic way. This makes the class very comfortable and relaxing to play, but players looking for high-actions-per-minute gameplay may find it boring.

PvP play

In large-scale PvP, the Templar's role is to create space, control the frontline, and protect team members. You are not there to secure the most kills; you are there to disrupt the enemy team so your DPS can secure kills.

The class is durable and useful in PvP skirmishes. Pulling an enemy out of position with Poach sets them up to be picked off by your team. In the Korean version of the game, Templar player Altari Mukguk named pulling enemies out of the air in the Lower Reshanta zone as the most satisfying PvP moment on the class.

Class-specific gearing

Because the Templar is responsible for holding aggro, Accuracy is a surprisingly vital stat. If your skills miss, you lose aggro and the boss can turn on your Sorcerer or Cleric instead. Prioritize Accuracy alongside your standard defensive stats like Damage Tolerance and Block. Aside from this, focus on progressing through your Daevanion boards smoothly. See the After Level 45 Gear Progression guide for general gearing paths.

Strengths and weaknesses

comparison

Strengths

  • Indispensable in group content; every party needs a Templar.
  • Extremely durable and forgiving to play.
  • Simple macro setup makes the class very comfortable.
  • Highly desired in raid environments.

Weaknesses

  • Slow solo farming speed compared to pure DPS classes.
  • Severe MP management issues at early levels without the right specialties.
  • Lacks dynamic, fast-paced PvE mechanics in the Korean build so far.

Templar FAQ

FAQ

Which skills should I level first on a Templar?

Most sources start with Vicious Strike and Pummel, your left and right click, at every level your character allows. After that they split: ALLGAME adds Poach and Warding Strike and spreads points to 8, and an Inven levelling post puts the rest into passives. Gamerbinu instead spreads points to 8 across every skill and pushes Punishment early. ALLGAME and Gamerbinu buy actives before passives.

When do I get my first specialty?

At skill level 8. Vicious Strike, Pummel and Poach can reach it at character level 19, because a skill goes up one level every three character levels after you learn it. A +1 from a Daevanion skill node counts too, so Gamerbinu takes that node for any skill sitting at 7.

How many skill points will I have at level 45?

About 250 on a freshly levelled character, by aLuckyRO's count, and around 420 at end game. A skill costs 21 points to reach 10, so that covers about twelve skills at 10 at most.

Is the Templar hard to play?

No. The Templar is extremely comfortable and simple to play compared to classes with complex DPS rotations. You rely heavily on macros and simply absorbing damage rather than constantly dodging.

Why am I always running out of MP?

At early levels, MP management is one of the Templar's biggest challenges. You must play in Target Combat mode to weave auto-attacks, and take the MP specialties: +20% MP restored on Vicious Strike, -20% MP consumed on Pummel, and the Shield Smite option that removes its MP cost and restores 200 MP on hit.

Can a Templar deal good damage?

Solo farming is slow, but skills like Judgment and Annihilate hit very hard. You can also run offensive Stigmas in early PvE content to speed up your clears, as the early dungeons do not require maximum defense.

In this series

Sources

Screenshots on this page are frames from the videos below, used to illustrate what they describe. All rights remain with their creators. Skill unlock levels, point costs and specialty options come from the game client data published by aion2.app. Skill icons come from the same game client data.