Path of Exile Legion Top Templar Builds
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Legion Templar Guardian
[3.7] Cyclone Summoner - Heralds of Agony and Purity, Summon Holy Relic - League starter
[3.7] Demi's TWO MILLION+ DPS SAFESTLEMON Low Life Righteous Fire/Scorching Ray Guardian
[3.7] Cyclone Summoner - Heralds of Agony and Purity, Summon Holy Relic - League starter
Do you want to play a spicy new build which has the following?
- 3 new skills
- 1 new unique item
- Damage while moving
- Ability to tank the darkness for minutes at a time, ensuring you can always explore those hidden Delve pathways
- A summoner that doesn't care about chain
- Ability to do all map mods
Then this is the build for you!!
Credit for the original build concept goes to sViin, who's build is the inspiration for this one.
Mechanics
This build uses Cyclone to summon and activate powerful minions. With Cyclone, you attack 6.16 times per second. Here's a list of things that happen as a result
- Two Holy Relics trigger roughly every .62 seconds
- You gain and sustain virulence stacks (very easy to sustain 40) summoning the Agony Crawler
- Summon and sustain Sentinels of Purity (against uniques, but you can also get them from your poison kils sometimes)
- Gain 150 life and 14 mana on hit
Playstyle
The best way to get an idea for the build is to watch the videos above.
- Simply pop your non-life flasks and Cyclone through packs - your minions will do the rest!
- You can very easily face-tank high level bosses with this build (eg. I did a Minotaur at level 79 with under 5k hp facetanking).
- The only somewhat annoying map mod for the build is physical reflect as your relics will one-shot themselves. To run this mod, just summon one relic at a time before entering each new pack. The relic and your agony crawler will mop up just fine.
Level 90 Skill tree: poeurl.com/cocY
Path of Building Link: https://pastebin.com/jyrr9PRT
More details: poeurl.com/cocZ
[3.7] Demi's TWO MILLION+ DPS SAFESTLEMON Low Life Righteous Fire/Scorching Ray Guardian
Uber Elder Showcase/Teaser: https://youtu.be/wWmkaD1kJfo
Video Guide: https://www.youtube.com/watch?v=MVobmDUDALg
Gems Setup
Pseudo 6-7L Vaal Righteous Fire: Vaal Righteous Fire, Elemental Focus, Burning Damage, Increased AOE/Conc Effect, Arcane Surge, Swift Affliction. (In Helmet)
Arcane Surge gives RF a Duration tag, that enables us to use Swift Affliction. Sounds stupid, but it works. The other option is to get an Elder Helmet that gives you Conc Effect/Burning Damage/30% More Elemental Damage for a pseudo-7 link for your RF. You can then put a 6L Scorching Ray in your chest instead.
4-6L Scorching Ray: Scorching Ray, Burning Damage, Elemental Focus, Efficacy, Controlled Destruction, Swift Affliction
3L Orb of Storms: Orb of Storms, Curse on Hit, Flammability
Cast on hard rares/uniques/bosses for extra damage and to maintain Elemental Overload
3L Shield Charge: Shield Charge, Faster Attacks, Fortify
4L Aura Setup: Purity of Lightning, Purity of Ice, Enlighten 4, Blood Magic 21
+2 or +3 Unsets: Purity of Fire (Level 23 total is the breakpoint for the highest amount of Max Res we can get)
3L Aura Setup: Discipline, Vitality, Enlighten 4
Random 1L's: Flame Dash (for ledges, not needed), Portal (I'm lazy)
Path of Building Link: https://pastebin.com/fB3dD1Ua
More details: poeurl.com/coc2
Legion Templar Hierophant
[3.7] Arc/Freezing Pulse Totems, easy Shaperkills with less than 1-2 Ex investment!
[3.7] Wallach's Hierophant Holy Flame Totems (Uber Elder video added)
[3.7] Arc/Freezing Pulse Totems, easy Shaperkills with less than 1-2 Ex investment!
Pros
- + Cheap
- + SSF viable cause no required uniques
- + Many ways to push this build into endgame
- + Save (cause totems and mom)
Cons
- - Totemplaystyle isn't for everyone
- - Constantly replaycing totems against AOE bosses can be annoying
Bandits: Help Alira
Ascendancy
- Normal Lab: Pursuit of Faith
- Cruel Lab: Ritual of Awakening
- Merc Lab: Conviction of Power
- Uber Lab: Divine Guidance
Gem-Links
6l Chest
Arc: -Spell Totem Support, Arc, Added Lightning, Controlled Destruction,(5l) inc Crit Strikes, (6l) Lightning Penetration
FP: -Spell Totem Support, FP, Controlled Destruction, Cold Penetration, (5l) inc Crit Strikes (6l) Faster Casting
Essence Worm: Wrath
4l Boots/Gloves/Helmet:
Arc: -Conductivity, Arcane Surge (lvl 12), Spell Cascade, Increased Duration
FP: -Projectile Weakness, Arcane Surge (lvl 12) Spell Cascade, Increased Duration
-CWDT (lvl 1), Immortal Call (lvl 3), Increased Duration, Vaal Haste (if you want max lvl you will need some dex on your gear or tree)
-Phaserun, Empower, Increased Duration Vaal Grace
3l Weapon/Shield:
-Flame Dash, Faster Casting, Portal
-Summon Lightning Golem (Ice for FP), Minion Life, Minion and Totem Elemental Resistance
Arc: https://pastebin.com/CHaG3XGT
Freezing Pulse: https://pastebin.com/R4LhjkJj
More detail: poeurl.com/b8eN
[3.7] Wallach's Hierophant Holy Flame Totems (Uber Elder video added)
Primary damage links in order of priority
Holy Flame Totem -> Elemental Focus -> Infused Channelling -> Added Fire Damage -> Controlled Destruction -> Fire Penetration
Pretty straightforward, these are the highest damage supports you can link to your Holy Flame Totem. Infused Channelling claims to not apply its Infusion buff effect to totems (even though visually it shows them gaining Infusion for some reason), but even without Infusion the 39% more damage multiplier does work for totems, which is a larger damage increase than any of our other supports except for Elemental Focus.
Offensive support 4-link
Flammability -> Arcane Surge -> Increased Duration -> Spell Cascade
This should be your priority for your first spare 4-link. Remember to level your Arcane Surge gem such that the mana cost of Flammability is equal or higher than the trigger for Arcane Surge to grant its buff effect. You want Flammability to grant Arcane Surge every single time it is cast; maximum uptime is worth more than slightly increasing Arcane Surge's buff effect. Spell Cascade allows you to both increase Flammability's cost (to give you more room for a higher level Arcane Surge) and allows you to blanket a much larger area without increasing Flammability's cast time.
The reason this gem link does not contain Faster Casting is that it is intended to be socketed into Shaper gloves that contain the affix "Socketed Gems are supported by level 18/20 Faster Casting" on them. Until you have such gloves, feel free to drop Increased Duration for Faster Casting.
Utility support 4-link
Immortal Call -> Cast When Damage Taken -> Increased Duration -> (Your Choice)
This is an additional layer of defense that allows you to automatically trigger Immortal Call after taking a certain amount of damage via Cast When Damage Taken. Since we generate Endurance Charges via Conviction of Power, this invulnerability will last longer. The final link here is yours to decide; something like Enfeeble or Temporal Chains to automatically curse whatever enemy triggered the effect is a good defensive choice. Vaal Righteous Fire or Vaal Haste can be slotted here instead for damage-increasing cooldowns if you don't feel you need the defense.
Movement links
Flame Dash -> Lightning Warp -> Faster Casting
Not much to say here, you just want your movement skills to cast as fast as possible. If, like me, you can't stand using golems, you can use your spare 4-link specifically for Lightning Warp in the following links:
Lightning Warp -> Faster Casting -> Reduced Duration -> Swift Affliction
This will give you the fastest possible Lightning Warp by further reducing the duration of the teleport effect. This also opens up your Flame Dash 3-link for something like this:
Flame Dash -> Faster Casting -> Portal
Just to save you some Portal Scrolls in the long run.
Essence Worm ring socket: Herald of Ash
Even though Herald of Ash is not considered an Aura gem and thus does not gain the +2 levels from Essence Worm, a level 20 Herald of Ash still increases our damage significantly more than a level 22 Anger, so Herald of Ash takes priority. Once you swap over to Circle of Anguish rings in both slots, you can move Herald of Ash to your weapon or shield slot and potentially link it to Enlighten to free up a bit more mana.
Path of Building Link: https://pastebin.com/sVRKec28
More details: poeurl.com/coc4
Legion Templar Inquisitor
[3.7] Divine Ire Inquisitor [HC viable][SSF viable][Multiple Variants]
[3.7] Uly's Purifying Flame Inquisitor - a beginner guide for all content [6k+ Life, 3 million DPS]
[3.7] Storm Brand Inquisitor - Beginner Friendly - SSF/League Start Viable - All Content / Storm Brand
- + Beginner and League Starter Friendly
- + Brand Playstyle.
- + Mind over Matter. Acrobatics/Phase Acrobatics.
- + Gearing is straightforward.
- + Not that many buttons to press.
- - Can't do Elemental Reflect. Even with pantheons or anti-reflect rings you will do too much damage and one-shot yourself to elemental reflect. Look out for this mod when doing maps. Reroll maps with reflect and don't choose maps with reflect if Zana presents you with an option (be careful for unid maps!)
This is a beginner-friendly, league-starter viable, solo-self-found viable, and comprehensive Storm Brand Inquisitor guide. The leveling section in this guide is meant to take players with a fresh install or in a fresh league and get them into maps and started on a powerful character. Interested readers can find gear priority, stat suggestions, mechanics explanations, and a whole bunch of links that might be useful for newer players.
Final Skill Tree: poeurl.com/cibZ
Links
Storm Brand - Faster Casting - Added Lightning - Increased Crit Strikes - Controlled Destruction - Increased Crit Damage*
*Check the Gems and Links section to see what other links might be right for you
Brand Recall - Arcane Surge - Empower/Enhance
Cast When Damage Taken - Immortal Call
Flame Dash
Whirling Blades/Shield Charge - Faster Attacks - Fortify
Cast When Damage Taken - Lightning Golem - Warlord's Mark
Item Stat Priority
Weapon: Gain as Chaos - Crit with Spells - Multi - Spell Damage - Attack Speed
Helm/Armor/Gloves/Belt/Boots: Life > Resists > Mana
Rings/Amulet: Life > Resists > Crit/Multi
Jewels: Life > Multi > Attack Speed > Cast Speed > Damage
First Video and Introduction to the Guide
Deathless Uber Elder clipped from the stream
Path of Building Link: https://pastebin.com/XB0Ag1BW
More Details: poeurl.com/coc6
[3.7] Divine Ire Inquisitor [HC viable][SSF viable][Multiple Variants]
- + Tanky
- + HC Viable
- + Built for SSF
- + Good league starter
- + Good clear and boss killing all in one package
- + Breezes through uber lab, Argus included
- + Not too many buttons
- + Super satisfying sounds
- - ES gear is harder to get in SSF
- - Can't do Elemental Reflect maps.
- - You need to aim and position yourself well for the clear to work
Playstyle
Try and forget that you're playing a channeling spell. The only time you want to reach 20 stages is when you're on a boss with an intro sequence like Izaro. In an actual bossfight, you do not want to stay still for too long. Two hits at 10 stages will do as much damage as one hit at 20. Use this to your advantage. In a fight, I often use Flame Dash after getting 5-10 stages, repositioning before dishing out another smaller beam. The rule of thumb is: 20 stages doesn't hurt, but mobility is more important.
When clearing maps, this is doubly true. Our damage is so high you don't need 20 stages to kill something. I generally run up to a pack to get in range with my zaps, charge for a fraction of a second (0.2-0.3 seconds), and then release. This tends to kill entire packs without issue. By using the fact that the beam deals damage in an area around you, it's also possible to get in the middle of a pack and send the beam off to another pack, killing two of them in one blow.
No EB PoB Link: https://pastebin.com/2nsppAJa
EB-MoM PoB Link: https://pastebin.com/MwbrXeEH
More Detail: poeurl.com/coc8
[3.7] Uly's Purifying Flame Inquisitor - a beginner guide for all content [6k+ Life, 3 million DPS]
- + Multiple sources of life recovery
- + High Damage output
- + Immunity to elemental ailments
- + Ranged and AoE
- - Cannot facetank stuff
- - Cannot do elemental reflect maps
- - Needs some amount of investment for toughest bosses
- - Has problems with mana sustain before first labyrinth
Mechanics Used
Consecrated ground: Grants life regeneration to players and minions standing on it while making enemies more likely to get critically striked. This build uses items and nodes that make this effect provide other various buffs.
Avatar of Fire: Purifying Flame's damage isnt only fire by default. The skill deals physical damage as its base, 50% of which is converted to fire. As an inquisitor, we mostly want to deal elemental damage, so we need to convert the remaining 50%. Avatar of Fire, a keystone on the tree, helps us with that by converting half of your cold, lightning and physical damage to fire, but makes us unable to deal any damage that isn't fire. Note that it also makes us unable to deal chaos damage, as it cannot be converted.
Spiritual Aid: A node on the tree that makes increases to Minion Damage apply to any damage dealt by the player.
Ignite: A damaging debuff applied by fire damage, applied by us frequently because critical strikes have an innate 100% chance to ignite.
Gems Setup
Body: Purifying Flame = Spell Echo = Combustion = Added Fire Damage = Intensify = Controlled Destruction
Helmet: Vaal Righteous Fire = Increased Duration /// Herald of Ash = Zealotry
Boots: Cast When Damage Taken = Immortal Call = Summon Stone Golem = Increased Duration
Gloves: Flame Dash = Faster Casting = Wave of Conviction = Arcane Surge
Weapon 1: Armageddon Brand = Increased Critical Strikes = Power Charge on Critical Strike
Weapon 2: Cast when Damage Taken = Cold Snap = Bonechill
Weapon Swap: Purifying Flame = Purifying Flame = Purifying Flame = Purifying Flame = Purifying Flame = Purifying Flame
Path of Building Link: https://pastebin.com/gwAxTdcv
More Details: poeurl.com/coda