The Templar PvE damage and enmity build in AION 2 (PvE, tank) is played around Judgment 16, Warding Strike 16 and Shield Smite, with Noble Armor 15, Taunt 20, Shield of Protection 15 and Doom Shield 15 as stigmas; stats in order: Combat Speed > Front Attack Damage Boost > Double Chance > Damage Boost. From 8 player sources on Reddit, Inven (KR) and Bahamut (TW), updated Oct 17, 2026; every name checked against the client.
Everything feeds Judgment. Put it first on a right-click macro with a shield or strike skill behind it, hold the left button on Vicious Strike the whole time, and press the buff stigmas by hand on cooldown. Players report that a Templar on this setup tops the damage meter while the boss stays on it.
Gold numbers are past what skill points buy (level 10): the rest comes from Daevanion skill nodes, soul binding and arcana — how to get there.
Judgment — The highest-damage skill by players' accounts. The client's level-12 option makes it a Critical Hit and level 16 removes the cooldown, so any trigger skill can be followed by another cast.
Warding Strike — Triggers Judgment and heals. Its level-16 option gives party members +10% PvE Damage Tolerance, which players describe as almost always up.
Shield Smite — A trigger for Judgment; second line of the macro after it. Its level-8 option can set off Debilitating Smash.
Pummel — Enmity and mana. Its level-12 option takes 1 s off Punishment's cooldown on hit. Whether it stays in the macro once the other skills are 16 is argued.
Vicious Strike — Hold on the left mouse button, not on the macro: it restores MP, adds enmity and cancels macro animations.
Punishment — Press by hand on cooldown. The client says it grants the Executor effect, which raises PvE Damage Boost; players quote about +20% for 20 s.
Doom Shield — Rush, shield and a Judgment trigger in one. Players put it at the front of a second macro line.
Stigmas
Noble ArmorLv 15First stigma to raise: the client's level-15 option makes Fury count 1.5 times, and players put the party gain near +20% damage. Block early in a fight so Fury is running.
TauntLv 20Players want 15 to 20 for the debuff uptime. In the client level 15 takes 5 s off the cooldown and level 20 lengthens it.
Shield of ProtectionLv 15A guaranteed block that restores MP and stamina and feeds Fury; called a must-have for the harder Transcendence stages.
Doom ShieldLv 15Level 15 resets its cooldown on a kill, which players say makes solo farming very quick.
Battlefield BannerLast in line: put leftover points here. Press it by hand on cooldown.
Swaps for this mode
Taunt→Empyrean Lord's Punishment— a party that struggles with stagger; one poster would also drop Taunt for Doom Shield.
Gold numbers are past what skill points buy (level 10): the rest comes from Daevanion skill nodes, soul binding and arcana — how to get there.
Talents: skill specializations
What each level of the build's skills opens in the client — the options you pick at 8 (actives) and the ones that come at 12, 16 and the stigma levels.
Options and the levels that open them are the client's (SpecializedSkillParts); lit = reached at the level this build aims for (skill points buy up to 10, stigmas 20 — the rest are bonus levels).
Talents: Daevanion boards
All five boards with a computed build for this role already learned — lit nodes are taken. Then what players do on the boards.
Most Max HP: +3,600 Max HP · 108 nodes · 135 pts. Computed by us — again and again the cheapest path with the most of the goal per point, for the points levels give at the cap. Change it in the planner →
What players do
•Spend every point; skill nodes on Judgment first. Players name level 16 as the first goal and count the +1 from each general board, ring and arcana line toward it.
% = chance one soul binding gives that line on that piece — our calculation from the client's weights, as on the item pages. Skills listed are the ones this build raises past what points buy (Judgment, Warding Strike, Vicious Strike, Fury, Insulting Roar); stats are the ones it ranks. Gear Transfer moves good lines onto a better piece.
Soul binding, as players put it
Weapon, guard, rings:These roll +1 to active skills. Players say to keep any ring with +1 Judgment before deleting blue gear.
Armor, cloak, earrings, necklace:These roll passive skills. Korean guides want Fury, Insulting Roar and Impact Hit on armor and accessories.
Manastones and arcana
•One report: a Templar who rolled Judgment 20 through arcana doubled from about 25k to 60k damage per second.
•Korean high-end sets use four Protection and four Punishment pieces, and put the missing level-20 active on a Scales or Chalice.
✦Enmity is the aggro stat: players trace a Templar that loses the boss to a missing macro, not a missing taunt.
✦Do not spin the boss. Dodge backwards and close with Poach or Shield Rush; small turns are fine for back attackers, 90 to 180 degrees get them killed.
✦Take telegraphed hits that carry no crowd control so Fury procs.
✦If you hold Punishment while the macro runs, turn skill queuing on.
✦Taiwanese players say that on their server the Judgment trigger rules changed on 26 Aug and 16 Sep; those patches are not confirmed on global, so keep the macro above and re-test.
✕Putting a dash or Annihilate in the Judgment line before level 16: it wastes triggers.
✕Ignoring the level of Noble Armor: it multiplies Fury for the whole party.
Where this build comes from
Medium-high: at least four Reddit threads repeat Judgment 16 + Noble Armor 15 + Taunt, and the Korean guides build on the same core skills. Disputed: whether Pummel stays in the macro, and Taunt versus Empyrean Lord's Punishment. Taiwanese players on Bahamut run the same core: shield skills with Warding Strike in the macro and Punishment pressed by hand.
›8 sourcesReddit 4Inven (KR) 3Bahamut (TW) 1show the posts
Read on Oct 17, 2026 on Reddit, Inven (KR) and Bahamut (TW); the words are ours. Every skill, stigma and stat named here exists in the global client 2.0.6.0 hotfix 1 — a name it does not have stops our build.
Questions
What is the Templar PvE damage and enmity build?
Everything feeds Judgment. Put it first on a right-click macro with a shield or strike skill behind it, hold the left button on Vicious Strike the whole time, and press the buff stigmas by hand on cooldown. Players report that a Templar on this setup tops the damage meter while the boss stays on it.
Which stigmas for the Templar PvE damage and enmity build?
Which skills to level first for Templar PvE damage and enmity?
Judgment to 16, Warding Strike to 16, Vicious Strike to 16, Pummel, Fury to 10 and Insulting Roar to 10, in that order. Skill points buy up to level 10 (stigmas 20); higher levels come from Daevanion skill nodes, soul binding and arcana.
What stats for Templar PvE damage and enmity?
Combat Speed > Front Attack Damage Boost > Double Chance > Damage Boost > Critical Damage Boost > Critical Hit. The global client caps Critical Hit at 50%.
What is the Templar PvE damage and enmity rotation?
Right-click macro: Judgment, Shield Smite, Warding Strike, Pummel, with the left button held on Vicious Strike at the same time. Two-line macro seen on the subreddit: line one Doom Shield, Judgment, Shield Smite, Warding Strike; line two Debilitating Smash, Annihilate, Pummel. Before Judgment 16, keep one shield skill on its own key so a trigger is not wasted. Press Punishment, Noble Armor, Taunt and Battlefield Banner by hand on cooldown.
Where does this build come from?
Medium-high: at least four Reddit threads repeat Judgment 16 + Noble Armor 15 + Taunt, and the Korean guides build on the same core skills. Disputed: whether Pummel stays in the macro, and Taunt versus Empyrean Lord's Punishment. Taiwanese players on Bahamut run the same core: shield skills with Warding Strike in the macro and Punishment pressed by hand. Sources: Dear Templars. Help Please.; Cant do dps as templar - help from any templar mains?; Can someone please explain to me how is PUMMEL not in Templar's macro; Are Templars in demand for parties like Clerics?.
The same kit tuned for groups in Transcendence and conquest runs. Use the shield stigmas on purpose, keep Fury fed, hold the debuffs on the boss and let Warding Strike carry the party's damage tolerance. Players say a Templar is worth an extra damage slot in a party.
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Thin evidence: several Reddit threads agree on the value but there is no single detailed tanking guide, and no Korean source describes dungeon tanking at all.
A late idea from Taiwan: instead of rolling pure Block, keep your damage lines and raise Block through Dexterity on gear and the Space (Israphel) Pantheon stat. The author reached 3,326 Block in town and about 4,000 in a fire-dungeon fight with food and a defensive stance.
Read off the Taiwan server: the author's maths uses Taiwan's constants (from a Korean post) and the Asian Steam build lowers some Daevanion values, so the break-even point may differ in global. Gear tables were screenshots and are not repeated here.
Korean Templars in the Abyss stopped chasing crowd-control chains. They stay on the target, keep Debilitating Smash running to cut its healing and live off Punishment lifesteal and shields. A second October build drops Judgment and fights with Pummel and Punishment on raw defence.
Korean servers only. Both builds were written before Korea's 14 Oct patch (PvP damage about -30%, block cooldown refund), and a 13 Oct thread calls Templar PvP broken against Gladiators. Treat as a direction, not a recipe; global has no matching gear tiers yet.
On the way up, keep the threat engine simple: spam Vicious Strike and Pummel, build around Judgment, max the passives that create threat, and take Taunt and Doom Shield first among the stigmas.
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Thin evidence: one detailed level-35 comment plus general beginner advice. Treat the numbers as starting points.