This Templar build covers Global PvE as of October 10, 2026. It combines a Judgment damage loop with the threat and blocking tools needed to tank a dungeon. The recommended loadout uses four Stigmas. Templar Skills contains the full kit; this page explains where to put scarce levels and how to use the selected skills together.
Skill point priorities
Levels below are effective skill levels, including gear, Arcana and Daevanion bonuses. Skill points buy Mastery levels up to 10. For the core actives listed here, raising a learned level-1 skill to level 8 costs 13 skill points in total; level 10 costs 21. Check the character-level requirement before spending. Specialty slots open at 8, 12 and 20; the fifth option unlocks at 16, while the skill still has two slots. Spec numbers below follow the five options from top to bottom.
Raise Judgment and Pummel to base level 8 for their first specialties. Keep Vicious Strike available for MP recovery and bring it to 8 when repeated Pummel casts drain your MP.
Once Punishment is learned, bring it to 8 and choose its Skill Speed specialty. Raise Judgment, Pummel and Punishment toward base level 10 before spreading extra levels across situational attacks.
Use Daevanion, active-skill gear lines and Arcana to reach Judgment 12, then 16. At 16 its cooldown-removal option makes shield triggers much more valuable. Take Pummel to 12 for the Punishment cooldown cut.
Build toward Judgment 20, with Pummel and Punishment at 16 or higher. Their third specialty slots at 20 are the next damage goals. Keep Shield Smite and Warding Strike in the loadout while filling those gaps.
Specialties
Skill | Effective level | Selections |
|---|---|---|
Judgment | 8 | Spec 3: Extra damage on hit |
Judgment | 12 | Spec 3: Extra damage on hit; Spec 4: Critical Hit on hit |
Judgment | 16 | Spec 4: Critical Hit on hit; Spec 5: Remove cooldown |
Judgment | 20 | Spec 3: Extra damage on hit; Spec 4: Critical Hit on hit; Spec 5: Remove cooldown |
Pummel | 8 | Spec 3: Deals up to 12% more damage when less targets are hit |
Pummel | 12 | Spec 3: Deals up to 12% more damage when less targets are hit; Spec 4: -1s [Punishment] cooldown on hit |
Pummel | 16 | Spec 4: -1s [Punishment] cooldown on hit; Spec 5: [Punishing Strike] grants extra damage on hit |
Pummel | 20 | Spec 3: Deals up to 12% more damage when less targets are hit; Spec 4: -1s [Punishment] cooldown on hit; Spec 5: [Punishing Strike] grants extra damage on hit |
Punishment | 8 | Spec 3: +30% Skill Speed |
Punishment | 12 | Spec 2: Inflicts Damage over Time to target on hit; Spec 3: +30% Skill Speed |
Punishment | 16 | Spec 3: +30% Skill Speed; Spec 5: Ignores Block and Evasion and lands as a Critical Hit |
Punishment | 20 | Spec 2: Inflicts Damage over Time to target on hit; Spec 3: +30% Skill Speed; Spec 5: Ignores Block and Evasion and lands as a Critical Hit |
Shield Smite | 12 | Spec 3: 50% chance to trigger [Debilitating Smash] on hit; Spec 4: -2s cooldown |
Vicious Strike | 12 | Spec 1: +20% MP restored; Spec 4: -2s [Warding Strike] cooldown on hit |
For a low-MP setup, replace Pummel's fewer-targets damage option with Spec 1, -20% MP consumed. Shield Smite's Spec 2, Removes MP Cost and restores 200 MP on hit, is another option when sustain matters more than its Debilitating Smash proc. Select from the slots you actually have: a level-16 Judgment cannot run all three level-20 selections.
Stigma loadout
Stigma | Investment goal | Purpose |
|---|---|---|
Doom Shield | Learn first; 5, then 15 for farming | A gap closer and Judgment trigger. Level 5 resets Annihilate on hit; level 15 resets Doom Shield after a kill. |
Battlefield Banner | 5, then 10 and 15 | Adds Multi-Hit at 5 and Weapon Damage Boost at 10; its level-15 specialty improves the Attack gained from Defense. |
Taunt | Learn for tanking; 5 next | Threat and Shrink. Its level-5 specialty adds 10% PvE Damage Tolerance reduction to Shrink. |
Empyrean Lord's Punishment | 5, then 10 and 15 | A burst and stagger tool. Level 10 adds 50 Stagger Gauge Damage; level 15 grants 10% PvE Damage Boost for 10s on hit. |
Learn each equipped Stigma before spending deeply on one. If the fight needs more reliable defense, replace Empyrean Lord's Punishment with Shield of Protection. At level 10 Shield of Protection becomes mobile. This costs the burst Stigma's damage and stagger, so keep the swap tied to the encounter. Solo play can replace Taunt with Executing Blade for its Defense reduction or Nezekan's Shield for protection. Stigma System explains the separate shard investment.
Daevanion route
The coordinates below use the Global board's grid: row increases downward, column increases to the right, and the starting node is row 8, column 8. Each listed blue node costs 3 Daevanion points and gives +1 to its skill; connecting nodes cost extra. Follow connected north, south, east or west nodes and choose a route that shares useful Attack or passive nodes. These are target locations, not a total-cost allocation.
Skill | Nezekan (+1) | Zikel (+1) |
|---|---|---|
Judgment | Row 4, column 5 | Row 13, column 5 |
Pummel | Row 7, column 5 | Row 7, column 13 |
Punishment | Row 13, column 7 | Row 3, column 11 |
Nezekan opens at character level 12 and Zikel at 20. Taking both listed nodes supplies the two levels needed to turn a base level-10 skill into effective level 12. Later, Vaizel at 30 and Triniel at 40 provide another +1 each. All four only reach 14 from a base of 10; gear or Arcana must supply the remaining levels for 16 or 20. Prioritize Judgment and Pummel's useful thresholds, then Punishment and Shield Smite. Take Combat Speed and Cooldown Reduction on Nezekan and offensive stat nodes on later boards when the skill routes are established. Azphel is the PvP board. See Daeva System and Daevanion Board for the system.
Arcana and equipment
Part | Skill options to keep |
|---|---|
Parchment | Judgment and Punishment |
Compass | Pummel and Shield Smite |
Chalice | Fill whichever core skill is short of 16 or 20 |
Passive cards | Fury and Punishing Benediction; then Insulting Roar and Ironclad Defense as the loadout needs |
Count each Arcana card by the specialty threshold it reaches. Moving Judgment from 15 to 16 can change the loop more than a small raw-stat gain. Keep useful skill lines on the longsword, guard and rings, then look for Combat Speed, Weapon Damage Boost, Attack and Might. Cooldown Reduction helps the shield attacks that enable Judgment. Accuracy matters when attacks miss; do not assume one Accuracy target fits every boss.
Level Fury and Punishing Benediction early among passives. Fury rewards frontal attacks and turns successful blocks into a party buff. Insulting Roar supports threat, while Ironclad Defense supplies Defense and Endurance. Add HP, Block and defensive lines when they solve a tanking problem. Gear that lets you survive the next mechanic is useful even when its damage lines are weaker. Gear and Progression covers the upgrade systems.
Opener and sustained rotation
Position the boss so frontal attacks face you and the party has room to move. Apply Battlefield Banner, use Punishment with a full charge when the opening is safe, and use Empyrean Lord's Punishment if its burst or stagger is needed.
Use Doom Shield or another shield attack to enable Judgment. Follow each available shield trigger with Judgment; at level 16, keep the cooldown-removal specialty selected.
Fill gaps with Pummel and its Punishing Strike chain while weaving Vicious Strike for MP. With Pummel's level-12 specialty selected, hits shorten Punishment's cooldown. Recast Punishment when it is ready and safe to charge.
Use Taunt when threat needs correcting, block the appropriate boss attacks, and interrupt the damage loop for mechanics. The goal is to refresh Executor from Punishment without abandoning tank positioning.
For an in-game macro, one practical arrangement gives the shield line priority to Doom Shield, then Judgment, Shield Smite and Warding Strike; a second line gives Debilitating Smash and Annihilate priority over Pummel. Keep charged Punishment, Taunt, Battlefield Banner and defensive decisions on manual keys. Hold Vicious Strike alongside the macro while MP needs it. This is a priority loop: the skill macro can skip unavailable skills and its execution order is not guaranteed.
Leave Flash Rampage out of this sustained damage loop. It is still a stagger-only skill in the kit, but the Pummel setup uses that time for its damage and Punishment cooldown interaction. Test the loop in Combat Analysis: Judgment should fire after shield skills, Pummel should fill downtime, and Executor should refresh more often as the cooldown cuts accumulate. A dummy test checks the sequence; it does not prove that the same uninterrupted uptime is possible in a dungeon.
Related pages
Templar
Templar Skills
Gear and Progression