Since the introduction of the disciplines and the HUGE variety of skills, passives and abilities that each character can use, ive been excited to test out and play with these changes.
I thought it might help other people to see my thoughts on each skill im using and suggestion. Minor disclaimer: Im not saying this is the best build ever or is even trying to be the best build ever. Im also not trying to exploit any bugs.
Discipline Runes used are:
Field Surgeon (Major)
Master of Greatswords (Weapon)
Armor of Faith (Minor)
Spirit Whip (Minor)
Overwhelming Odds (Minor)
All the damage scores are based on using a Basic Two handed sword, which hits for around 20 - 50. (avg 35)
1 - Censure: Lunging forward 30m, does a reasonable hit of about 165 and will stun the enemy on hit. Notoriously hard to aim and hit with, especially with lag, this is still a must-have skill for Templars since you need it to close gaps, escape, get some CC on the enemy, and finish them off.
2 - Divine Light: Probably the Templars signature skill, it casts a large "consecration" type AOE that heals you for around 200 damage and causes a small amount of damage to enemies standing in it. It drains your righteousness but is a great move - forcing the enemy either to fight you on the ground and take damage while you heal, or give you a breather and let you take the full +800-+1000 heal as well as let your cooldowns refresh.
3 - Illusionary Armor: (From Armor of Faith rune) 20% damage reduction is a really good defensive buff, it costs no resources, seems to be off a global cooldown, and has an uptime of 65% (15s out of 23s) A no brainer really for a defensive minded class.
4 - Rehabilitation: (From Field Surgeon Discipline). This does cost resources, but has a 9 second cooldown and heals for +600 hp or so. Double on you, if you cast it on a friendly (currently bugged). This probably should be restricted to healing oriented classes, because since everyone can have it everyone should have it.
5 - Iron Skin: (Master of Greatswords Discipline). This costs as well, and seems to only reduce damage from slashing. Im not really sold on this move to be honest, I slapped it on so if I had excess pips I could get another defence buff going.
6 - Haunt: (From Banshee Discipline). This is a close ranged, PBAOE type deal that ive struggled to effectively land on people before. (Maybe due to lag). Once on them, its really quite good -> They attack you, take reflected damage back (up to 1050), and you get healed for a portion of that. Essentially, cursing them to take more damage and you to recieve healing.
7 - Ghost Army: (From Banshee Discipline). A swarm of ghosts (25 in 5 waves of 5) will cast out from you, and follow your reticule (though they only head into a straight line) dealing about 150-200 damage per hit and healing you for half that when they do hit. In a 1v1 scenario, this uses up way too many Pips for too little damage and healing to be useful, especially because most opponents wont let you swarm them with ghosts. I can see it begin extremely good in group fights though, or for zone control. Bonus points it looks and feels awesome.
8 - Holy Warrior: Boosts your max hp by about 20%, and gives you 100% armor penetration. This is a great buff, and ties into the Templars mechanic of Righteous Parrying ->> This is a great move but im thinking of moving it out for something else, due to a passive that ill mention later.
1: Overwhelming Odds - +20% all damage mitigation when faced with 3+ enemies. While obviously not great in a 1v1, this is definitely confirmed working (I tested) and is pretty short ranged, you need to be pretty close for it to trigger, maybe 1/3rd the distance of censure? Either way, 20% mitigation is great for a tanky sustain character so ive been keeping this on.
2: Angel of Death: Deals 30% more damage to enemies below 30% hp. This works like an execute and basically the only way I can win fights against people because of all the healing. Ive noticed that I can seriously chunk people down with a parry-> knockdown-> holy warrior -> autos and a censure finisher when they stand up. Though I feel theres definitely more burst damage to be had.
3: Faith: This passive is the reason I thought of taking holy warrior off, it triggers holy warrior at 35% giving you a big burst of potential if you start to get low. But, holy warrior is so integral with the armor pen for my damage potential, maybe taking this passive off instead is the right way to go.