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'deals 2755 Magic Dmg And Restores'

 
  • Deals 139% Arcane DMG Restores 130 SP. Resets Cooldown of Mana Explosion. Increase CRIT +8%; DMG +15% for 6 seconds Basic Ability 3, press and hold the button to combo into Basic Ability 1. N/A Unleash an orb of concentrated magic energy, dealing damage to all enemies near the target.
  • Skills in Greedfall refers to Character Progression by investing Skill Points into Skill Trees in order to unlock active and passive skills.Skills are categorized in the form of a skill tree and are divided into three disciplines/class: Magic, Warrior (Combat), and Technical.This page contains a full list of all the skills in the game, you can also check out the individual page of each skill.
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Check out how to build the best Healer in Elder Scrolls Online

You can find all our Pocket ESO Builds right here: Best ESO builds

Templar Class

Deals 2,276 Magic DMG. Also deals 2,644 Magic DMG per 1.5 second. Annoying Flash Active: Unleashes a mid range blinding ray at the target, dealing damage to all enemies in a line and restoring own HP. Deals 4,480 Magic DMG. Also restore 3,600 HP. Devil’s Lullaby Ultimate: Sings an ominous lullaby, dealing damage to all enemies and inflicting. Dashes behind her target and deals damage 4 times to nearby enemies in a small area. Deals 1,436 Pysical DMG per hit. Holy ProtectionSecond Active. Heals the weakest ally, and grants Divine Ward to self for 5s. Restores 4,238 HP to an ally. Divine Ward shields up to 3,393 of all incoming Magic DMG. Almighty BlessingPassive. Greedfall features a skill system in the game which included three skill trees. The skills enhance the abilities of the players. You need to earn skill points in order to unlock the skills from. Deals DMG to surrounding targets equal to (360% of Hero's ATK + 10% of target's Max HP) every second for 5s. (Cooldown: 8s. Hero takes 70% less DMG and is immune to Stun and Fear. Hero also restores HP equal to 30% of her Max HP every 3s.) 11/ 13: Deals DMG to surrounding targets equal to (410% of Hero's ATK + 11% of target's Max HP) every. Best Answer: Let me address the damage resolution first. Any damage done to a creature wears of at end of turn no matter what phase the damage was dealt (all damage is also worn off if the creature is regenerated, and there isn't a limit to how many times a creature can be regenerated per turn)(A creature that is regenerated is tapped and if it was regenerated during combat it will be removed.

Build Overview

2755

Templars, the Holy Warriors of the Elder Scrolls Universe, wield very potent Healing abilities in addition to their very respectable offensive arsenal. Magicka Templars who have devoted themselves to the art of mending are able to Heal, Cure, and Empower their allies like none other Healing Class can. They have very potent AoE and Single Target heals, and very strong harmful effect Dispel abilities in their arsenal. This makes the Healer Templars one of the most desired additions to every Dungeon and Trial group. Important note: Argonian and Breton are currently the best two races for Healer Magicka Templars.

We have decided to feature only one item set based on the best items for general usage. There are better setups for certain encounters and tweaks for either Boss fights or AoE clearing. If you would like alternative gear options included please let us know in the comments section below.

Pros Cons
Strong Single Target Heals Templar's Group Utility spells were nerfed recently
Good AoE Heals
Great Group Support
Doesn't run out of resources easily


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Attributes Priority

  1. Magicka -This attribute determines the strength of your Healing spells and increases your total Magicka pool, which is imperative for proper resource management. All your points should be allocated here.
  1. Health - Increases your total Health, and Healing received. This stat is good for those at the receiving end of your Heals (Tanks, mainly), but not for you. You should completely avoid spending your points for this attribute.
  1. Stamina - Increases your total Stamina, improves your Stamina-based abilities, and boosts your Damage done with Axes, Swords, Maces, Daggers, and Shields; you need none of the above, so you should skip Stamina completely.

Primary Skillset
[Restoration Staff - Primary Healing Bar]

Rapid Regeneration (Weapon: Restoration Staff, morphed from Regeneration) - heals You or up to two friendly Targets for 5115 Health over 16.5 seconds. This is a great Heal over Time spell great for negating sustained incoming Damage. This could be swapped for the Mutagen if an encounter warrants it.
Breath of Life (Templar: Restoring Light, morphed from Rushed Ceremony) - arguably the best Healing spell in the game. It heals a friendly Target for 1236 Health and the other injured friendly Target for 397. As it often happens, high Magicka cost is the balancing factor of this spell, and it should be used cautiously because of that.
Healing Springs (Weapon: Restoration Staff, morphed from Grand Healing) - heals you and all friendly Targets around for 248 Health, and an additional 744 Health over 3 seconds. Every friendly Target healed causes you to regain 260 Magicka; this effect is capped at three Targets healed. Solid AoE Healing ability paired with a resource regeneration mechanic.
Combat Prayer (Weapon: Restoration Staff, morphed from Blessing of Protection) - heal yourself and all friendly Targets in front of you for 617 Health, all healed Targets also gain 8% increase to Damage Done and 1320 increase to Physical and Spell Resistance. Great offensive and defensive buff combined with a minor AoE Heal, which helps your group in two very important aspects: Damage Output and Survivability.
Extended Ritual (Templar: Restoring Light, morphed from Cleansing Ritual) - cleanses up to 5 harmful effects from the caster, and heals all friendly Targets within a 12m radius for 138 Health every 2s for 18s. Allies can also activate the Purify synergy, healing themselves for 667 Health and cleansing all negative effects currently active on them. This is a great AoE healing and cleansing ability, with a minor drawback of relying on your Allies to dispell negative effects themselves, and we all know how much attention a statistical DPS player pays to things other than dealing Damage..
Ultimate: Solar Prison (Templar: Dawn's Wrath, morphed from Nova) - you call down a fragment of the Sun itself, dealing 414 Magic Damage to all Enemies in range every second for 8 seconds; every damaged Target deals 30% less damage. Allies can also activate the Gravity Crush, Stunning all enemies in the affected area for 5 seconds, and dealing 1613 Damage to them. Very strong damage mitigation and emergency stun cooldown, great for AoE encounters and Damage-heavy boss phases.

Secondary Skillset
[Lightning Staff - Support/Buff/Offensive Bar]

Luminous Shards (Templar: Aedric Spear, morphed from Spear Shards) - you bring down the Divine Wrath, dealing Magic Damage to all enemies within the area, and then more Magic Damage over 8 seconds. While active, allies can activate synergy of the Blessed Shard, and restore 3960 Magicka or Stamina (the highest percentage is always chosen), and 1980 of the lower attribute. Good support ability which helps with your group's Sustain; it is also quite helpful when a large group of mobs has to be dealt with quickly.
Elemental Blockade (Weapon: Destruction Staff, morphed from Wall of Elements) - you create an Elemental Barrier with a help of your Staff. All enemies within it will take 198 Magic Damage every Second. This ability has bonus effects based on an Element: Fire blockade deals more Damage to Burning enemies, Frost blockade slows Targets and immobilizes chilled Enemies, and Storm blockade throws concussed enemies off balance. Use this to help your DPS friends deal with their Targets quicker; it will speed up your group's progress by quite a lot.
Purifying Light (Templar: Dawn's Wrath, morphed from Backlash) - deals moderate Magic Damage to your Target, and accumulates all Damage received by the Target for 6 seconds; after the 6 seconds, 20% of the accumulated Damage is dealt to the Target (for a maximum of 4774 Damage). After the effect ends all nearby allies are Healed for 327 Health every 2 seconds for 6 seconds. Good support Healing ability combined with a nice DPS bonus, useful during Boss Encounters.
Elemental Drain (Weapon: Destruction Staff, morphed from Weakness to Elements) - reduces the Spell Resistance of your Target by 5280 for 21 seconds and causes all friendly Targets to regenerate 300 Magicka every second for the duration when attacking the same Target. Very strong debuff and Sustain cooldown; just make sure to attack your Target after casting this in order to capitalize on the Magicka Regeneration.
Channeled Focus (Templar: Restoring Light, morphed from Rune Focus) - you place a defensive rune on the ground. If you stay in its influence area, you will regenerate 240 Magicka every second and gain 5280 Physical and Spell Resistance; this effect persists for up to 8 seconds after leaving the rune. Physical and Spell Resistance buffs are 50% stronger while you remain within the Rune. This helps with your Sustain massively and makes you much harder to kill if you remain inside the Rune's area of influence.
Ultimate: Aggressive Horn (Alliance War: Assault, morphed from War Horn) - increases Stamina, Magicka, and Health of all Group members by 10% for 30 seconds, and Critical Strike Damage by 15% for 8 seconds. Very strong Group-wide DPS cooldown, and one of the strongest Ultimates in the Game. This ability is especially great for execute phases because it increases your Group's Damage output massively. Do not forget that the 10% stat increase also greatly affects your Healing Done.

Notable Passive Skills

Below you will find a list of the notable Passive Skills for this build. Please keep in mind that there are dozens of good passive skills for Magicka Builds available in the game, which provides a lot of space for customization, and tweaking. You should view the below-described passive abilities as rough guidelines that should be followed in order to optimize your character.
Prism (Templar: Dawn's Wrath) - your Dawn's Wrath abilities grant you an additional 3 Ultimate; this effect has a 6-second internal cooldown. This will help you increase the Aggressive Horn's uptime, and as such, it cannot be overlooked.
Illuminate (Templar: Dawn's Wrath) - your Dawn's Wrath abilities now also grant you and your group a 10% Spell Damage buff for the 20s. Very strong passive if you have other Magicka users in your Group.
Restoring Spirit (Templar: Dawn's Wrath) - Reduces the resource (Stamina, Magicka, and Ultimate) cost of all your abilities by 4%. This will increase your Sustain greatly.
Mending (Templar: Restoring Light) - your Restoring Light abilities Heal up to 12% more Health, depending on your Targets current HP amount. This passive will help you Heal severely wounded Teammates.
Evocation (Armor: Light Armor) - increases your Magicka recovery by 2% for every piece of Light Armor equipped, and reduces the cost of your Magicka-based abilities by 4%. Greatly increases your Magicka recovery, which lets you spam Heals more liberally.
Prodigy (Armor: Light Armor) - increases your Spell Critical by 2191 when you have at least 5 pieces of Light Armor equipped. This will let you Crit with Heals more often, which is very good.
Restoration Master (Weapon: Restoration Staff) - increases your Healing Done with Restoration Staff spells by 5%. Very good Heal increase for 3 of your main Healing abilities.
Restoration Expert (Weapon: Restoration Staff) - your Healing spells cast on Targets below 30% Health are 15% more effective. This will greatly help you in keeping your Group members alive.
Essence Drain (Weapon: Restoration Staff) - Completing a Heavy Attack with your Restoration Staff increases your Healing Done by 25% for 3 seconds. You also heal yourself or a nearby ally for the 30% of the damage inflicted by the final hit of a fully-charged Heavy Attack. This may be really good if you will find time for Heavy Attacks.
Cycle of Life (Weapon: Restoration Staff) - Completing a Heavy Attack with your Restoration Staff grants you 30% additional Magicka. Good in prolonged engagements, when you need to restore some extra Magicka.
Undaunted Mettle (Guild: Undaunted) - increases your Maximum Stamina, Health, and Magicka by 2% per type of Armor equipped. This will boost your Resource pool, and improve your Sustain by a bit.

Gear

Recommended Items and Sets:
Chest: Perfect Vestment of Olorime Set
Type: LightTrait: InfusedGlyph: Prismatic
Legs: Perfect Vestment of Olorime Set
Gloves: LightTrait: InfusedGlyph: Prismatic
Gloves: Perfect Vestment of Olorime Set
Type: LightTrait: DivineGlyph: Magicka
Boots: Perfect Vestment of Olorime Set
Type: LightTrait: DivineGlyph: Magicka
Belt: Perfect Vestment of Olorime Set
Type: LightTrait: DivineGlyph: Magicka
Head: Earthgore Set
Type: Medium/HeavyTrait: InfusedGlyph: Prismatic
Shoulder: Earthgore Set
Type: Heavy/MediumTrait: DivineGlyph: Magicka
Necklace: Healing Mage Set
Type: JewelryTrait: ArcaneGlyph: Spell Damage
Ring 1: Healing Mage Set
Type: JewelryTrait: ArcaneGlyph: Magicka Recovery
Ring 2: Healing Mage Set
Type: JewelryTrait: ArcaneGlyph: Magicka Recovery
Weapon 1: Grand Rejuvenation Set
Type: Restoration StaffTrait: DecisiveGlyph: Absorb Magic Enchant
Weapon 2: Healing Mage Set
Type: Lightning StaffTrait: ChargedGlyph: Shock Damage Enchant
Sets used in this build:

Perfect Vestment of Olorime: A Light Armor, Weapons, and Jewelry, bound on pickup Trial set, and a part of the Summerset Chapter. It comes in Imperfect and Perfect versions; Perfect gives additional Magicka Bonus, however, the 5-item bonus is exactly the same for both versions. The set can be acquired in the Cloudrest mini-Trial. Perfect Vestment of Olorime is regarded as one of the strongest Healer sets currently available because it lets you maintain a 100% uptime of the Major Courage.

  1. (2 items) Adds 129 Magicka Recovery
  2. (3 items) Gain Minor Aegis at all times, reducing your damage taken from Dungeon and Trial Monsters by 5%
  3. (4 items) Adds 129 Magicka Recovery
  4. (5 items) Adds 1096 Maximum Magicka & Ground-based effect abilities cast apply a circle of might on the ground for 10 seconds. Standing inside the circle grants you and your allies Major Courage, which increases your Weapon Damage and Spell Damage by 258 for 30 seconds. This effect has a 10-second internal Cooldown.

Earthgore: A Helm and Shoulder Medium, Heavy, and Light Armor Monster set. It requires the Horns of the Reach DLC and can be obtained from the last Boss of the Veteran mode Bloodroot Forge in Craglorn (Helm), and from the Urglarg Chief-Bane's Chest by using Undaunted key on it (Shoulder). Weights and Traits of these set items are RNG-based. The set grants the following bonuses:

  1. (1 item) Adds 2% Healing Done
  2. (2 items) When you heal a friendly target that is under 50% Health you conjure a pool of quenching blood underneath them, which soaks up enemy placed effects instantly and heals all friendly targets in the area for 30000 Health over 3 seconds. This effect has a 35-second internal Cooldown.

Healing Mage: a Light Armor, Jewelry and Weapons, bound on pickup Trial set which can be acquired from the Aetherian Archive. Regarded as one of the better Healer sets, it is a part of the One Tamriel. Wearing this set will grant you:

  1. (2 items) Adds 129 Magicka Recovery
  2. (3 items) Adds 1096 Maximum Magicka
  3. (4 items) Adds 2% Healing Done
  4. (5 items) When you use an area of effect heal ability, you reduce the Weapon Damage of all enemies within 10 meters of you by 430 for 3 seconds.

Grand Rejuvenation - this Master Weapon set is made up by a single piece and can be obtained from veteran Dragonstar Arena. All Master weapons are bound on pickup, and give bonuses unique to their type; the Master's Restoration Staff Staff will grant you:

  1. (1 item) The initial heal of Grand Healing restores 258 Stamina to each friendly target affected.

Champion Points

High priority
The Apprentice: Blessed, Elfborn
The Steed: Ironclad
The Lover: Arcanist, Tenacity
Medium priority
The Apprentice: Elemental Expert
The Lady: Elemental Defender, Hardy, Thick Skinned
The Shadow: Shadow Ward
The Tower: Warlord
The Steed: Spellshield
Low priority
The Ritual: Thaumaturge
The Apprentice: Spell Erosion
The Shadow: Tumbling


Buying ESO Gold with real money is a hassle-free way to get all the items you need for your character.

END NOTE

This is the initial version of the best Healer build in ESO - the Magicka Templar. If you would like to see more detailed information added let us know in the comments below. We plan to add customization options for certain encounters and alternative gear options in the foreseeable future.

Pictures used in this article are the intellectual property of Bethesda Softworks

Allods Online Paladin Guide by eminencemanaxs

Basic things of the Paladin ( should not have changed in the 47 patch )Lets start of with looking at the four different paladins you can choose from.

Kanian
Eleven
Xadaganians
Orc

Whats the difference between the 4 paladins?.

'deals 2755 Magic Dmg And Restores' Price

Each of the paladins have unique abilities.

Kanian – Kanians are the only paladins able to use spear.
Eleves – Pious brand which reduces all heals by 50% on victim.
Xadaganians – Raises a flag that reduces 50% of all dmg, including party members.
Orcs – Skill that burns Energy.

What to choose?
in a very crude way you could say that Kanian and Xadaganians are best for PvE
and Eleves and Orcs are best for PvP.

General Skills

All four Paladins share the same Talent and Ruby tree,
Builds can be generated at this link http://allodsbase.com/en/talents
Stats and gear can be calculated at this link http://allods-doll.top-most.info/

Barriers

Every new paladin has one barrier. At lvl 22 he receives the second one and at lvl 40 – third one.
Paladin has special class abilities that can reduce, refresh or remove the damage stored in his barriers. ( see talents )
Barries can store more dmg than the pally has in Health, thous making it perfect for Raid boss tanking.
When hit the first time the dmg goes into barrier 1, and now has 10 seconds before it breaks.
The same goes for hit nr 2 and 3, which goes into barrier 2 and 3.
Hit nr. 4 can do two things.
1. if its lower than any of the 3 already stored dmg, the paladin will recieve the hit instantly.
2. if its higher than any of the 3 already stored dmg, the 4th hit will replace the lowest barrier dmg and refresh the duration of that barrier.
the previous dmg from that barrier is now hitting the paladin for the amount within it.
Barries do not absorb “fall dmg”

Lets take a look at the Talent tree.

Crusaders blow.
This is the main DPS skill for the Phys build Paladin.
Everytime the paladin lands a succesfull hit with Crusaders blow, it puts one Mark of the Phariah on the target. ( Aka. Marks)
What are “Marks”?. Marks are the “combo” points for the paladin, between 1-3 marks can be applied to the target.
Certain skills depends on Marks ( Retribution, Condemnation, Pennance, Sacred sunrise ) more on that later.
Rank 1-3 only buffs the dmg of the skill.
(Dmg increases through Str.)
(Passive Ruby buffs, Pious Anger and Rage of the Rightous)

Rightous word.
Rightous word are the ranged “mark” skill of the Paladin. This skill is good for 2 things.
1. Its good for ranged pulling of a mob.
2. Its extremely effective against mages cause Rightous word Ignores their stonebarrier buff. ( more on that later )
Holy PvP build should go for rank 3 and Swift Reprisal to deal with mages.
( Dmg increase through Str. and Magicpower)
(Passive Ruby buffs, Swift Reprisal)

Retribution.

Retribution is another skill for the phys Paladin.
This skill detonates the Marks on the victim and restores energy back to the Paladin.
Retribution is one of the skill that does the highest dmg for the paladin.
(Dmg increase through Str)
(Passive Ruby buffs, Angelic Harbringer)

Overcome.

Damage collected in the first barrier is reduced by 40-45-55% Depending on rank.
It’s your first skill that can reduce damage received. Now overcome is a must have for any Paladin.
If its is paired with the passive ruby Faiths grace it can heal you X amount.
It’s highly recommended that tanks take rank 3.
(Dmg Reduced through Str and Magic power)
(Passive Ruby buffs, Faiths Grace)

Light’s Guidance.

Lights Guidance determines how many Cannons you have available 10-30 depending on rank.
What is Cannons? Cannons are the mana of the Paladin, every healing spell and heavnly nova uses Cannons.
If you ask me all paladins should have rank 3 in this skill, Cannons restores them self by 3 means.
1.Timer 3 minutes per canon at Rank 1, 2 minutes per canon at Rank 2, 1 minute per canon at Rank 3.
2. Pennace Restores 6 cannons on a succesfull hit
3. Martyr skill restores 10-30 cannons depending on rank.

Light’s Infusion.

The perputual heal of the paladin consumes 2 cannnons.
This skill is pretty much useless in combat, since everytime u get hit it reduces the time of effect.
Dont waste points in this skill.
(Heal increase through Str and Magic power)

Challange.

'deals 2755 Magic Dmg And Restores' 3

Instant aggro skill, must have for a tank Paladin.
Challange can also be used on other players. Saving a team member from being slaughtered in pvp.
Can be paired with searing justice (read ruby skills for description)

Condemnation.

Must have for a Tank aggro and DPS for holy Paladin.
Deals instant damage and over-time damage for 16 sec ( Holy dmg ).
When Condemnation is active crusaders blow generates aggro.
In PVP condemnation is particular good for killing mages when combined with Rightous word.
The damage will tick behind the Stone barries. so rank 3 is must have for Holy PvP’ers.
(Dmg increase through Str and Magic power)

Note: To prevent the high resist stack up on Expertise.

Healing touch.

Another healing skill that is utterly useless (expect for support paladins). i highly recommed you dont take this skill.
Exhaust you for X amount of time, leaving you helpless in the period of time.
Can be paired with holy flare to grant yourself or person targeted 20% extra heals for 1 minute.
(Heal increase through Str and Magic power)
(Passive ruby buff, Holy flare)

Strike of Justice

Charge and stun skill is a must have for any PvP paladin.
Paired with the ruby Sword of the just it makes for a fearsome skill in PvP.
Instant cast and with only 14 second cooldown, it leaves no room for the enemy to play.
(Dmg increase through Str and Magic power)
(Passive ruby buff, Sword of the Just)
(Stun duration increase through Conviction)

Deliverance.

Removes all dmg in the first barrier.
Rank 1 is a must have and rank 3 with passive rubies is a must have for a tank who
wanna tank Endgame.
(Passive ruby buff, Restless defender)

Tenacity.

Damage stored in the first barrier is reduced by small amount, and refreshed to 10 seconds,
nr 1 moves to nr 3’s place.
Rank 2 is minimum for DPS i normally recommend rank 3 for PvP and Tanking, Its super important against,
Melee healers, Warriors and other high hitting classes, moving the right barrier to nr 1, for ex.
Vindication or Deliverance.
(Dmg reduction, Str and Magic power)

Absolution.

Sums up all dmg in the 3 barries and distrubutes them equally in 3 new 10 second barriers
Useless for PvP, but for tanks that can manage barries at pro level, this can actually be a life saver.
Rank 1 is by far enough as the only bonus gained from higher ranks is cooldown.

Surge of Light

Surge of light is a powerfull heal that heal the member in the party with the lowest hp first, then jumps to the next in the party.
This is THE heal to have, rank 3 is must have for any PvP’ers.
In PvP you are often under the effect of wound complexity, stack high expertise to negate the resist on the heal.
Especially Holy build pallies who have insane amounts of Str, Exp and Luck can really do awesome heals 200k+.
(Heal increase through Str and Magic power)
(Passive ruby buffs, blessed light)

Pennance.

This ability is the only way to create canons in battle ( but only a succesfull hit will grant cannons
so make sure your target is stunned ) Penance restores 4 canons at Rank 1, 5 canons at Rank 2, and 6 canons at Rank 3.
The silent duration depends on how many marks the target has. the dmg dont.
In PvP rank 3 is a must have to make short process of casters, also Phys builds should have this as
a DPS skill.
(Dmg increase through Str)
(Silence duration increase through Conviction)

Heavenly Nova.

'deals 2755 Magic Dmg And Restores' 2

AoE holy skill ( dmg isn’t high though) also generates aggro, so good for tanks who wanna tank
bigger group of mobs.
Another great feat. of HN is the effect to remove mage illusions. so rank 1 is a must have for PvP Phys.
Also slows the target for X seconds depending on rank. Holy build or Conviction build pallies should take atleast rank 2
to slow scouts and pesty wardens.
WARNING: be carefull not to get lulled into using all cannons on removing mage illusions. You will find yourself with no cannons
and as you should know by now, Surge of light ( healing ) also needs cannons.

_________________________________________________________________________

45-47 Builds and Discussions

FERCIOUS AURA: Decreases the Paladins armor by 30% but buffs the damage of the paladin with 5% per stack.

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PENALTY: from what understand this is a buff skill to Retribution that grants an addiditional 20, 30, 40 Energy to the templar, when marks are detonated.

RIGHTOUS PRINT: Again a buff to Crusader blows, buffs up the damagde “Strong impact” stacks up to 3 marks. for 15 seconds

NEVER DYING LIGHT: essentielly a much stronger version of surge of light.


HOLY POWER : reduces the cost of Overcome and Deliverance by 35/45/55%.

deals 2755 Magic Dmg And Restores

LUMINOUS INTENSITY: All Holy dmg dealt by the templar is increases by 5 % per rank and last 2 sec Longer.

DIVINE WRATH: Dmg done SOJ increased by 5%, and crusaders blow by 3 % per Stack

MORAL STABILITY: Stun and Fear length is reduced by 30%

LIFE ENERGY : RECOVERS 1 ENERGY PER 4 SEC

POWERFULL IMPACT: all physical damage done by Temple, increases 3%

IMPOTENCE OF EVIL: Templar gets to 4% less damage from magic

PULSATING RAYS: stored in the second and third barrier damage is reduced by 3% every 3 secs

PERSISTANCE OF FAITH: Recieving a critical strike grants 1 canon no more than 10 stack maybe active at a time, 30 sec Cooldown.

Different builds: Calculater can be found at http://allodsbase.com/ru/talents

Phys:

Light:

Tank: