I'm surprised by everyone that is disheartened by the Templar spec. To me it seems a clear winner in terms of playing a "tank" warrior. Every specialization focus on an area. Reavers focus on raw damage at the cost of health. Champion focus on character damage mitigation and battle field control. Templars focus on party wide buffs and aoe debuffs.
I admit Templars potential is not as obvious at first but lets break it down shall we?
Blessed Blades: 15% damage increase for everyone. Not just the Templar but everyone so you know 15 x 4= nuts. That's nuts. Even if it only works on demons (the jury is still out) considering they'll be a third to half of the creatures you'll be facing that's still well worth a single ability point. And we still don't know how the upgrade alters it.
Champions of the Just: 10% increase (presumably against demons only). Again only a third to half but still 10 x 4 is still fantastic and these are the 'weak' abilities.
Makers Will: 5% chance to weaken. Until we have clarification on what weaken actually does it's benefits are clouded but one in every five attacks your party makes will weaken an enemy which is nothing to scoff at (loses worth if you have a dedicated rift mage)
There is no Darkness: 10% resistance to all magic in a jist for everyone. Face it, there are times when aggro management can't solve damage mitigation. This gives your team a little more beefyness against those enemy AoE's and if helping your team keep as much health as possible isn't what a tank does then nothing is.
Spell Purge: I feel people don't realize how good this ability is. Even in my 2 mage party set up, neither have room for dispel, so this allows me to take it on a class that should not have it. Yes it is not target but rather a burst around the warrior but the warrior should be in the thick of things. Charge in, pop this, strip enemies of their defense, let your mages and rogues get to work. Also Eldritch Detonate for added fun.
Wrath of Heaven: For one second ignore all the text outside of "Area of Effect" and "Stun Duration". This is the only AoE stun in the game so far. Yes there are other ways to have an AoE CC but none are as universal as this. Everything outside bosses and dragons (bigger bosses) should be vulnerable to this stun. If stuns work the way they have in the past with threat management then you won't even need war cry in your build.
Last Sacrifice: You know the one, where if you die all your buddies are essentially topped off on health and given damage buffs. Now most people's argument here is that "My tank shouldn't be dying yo!" Which yeah, I mean ideally no one will be right? However this is not always the case. There will be times when enemies catch you off guard and low and behold characters die. For one point, 1 point guys, you ensure that just because your tank dies that it's not an entire party wipe. You guarantee that the three remaining members of your party, all of whom can revive the warrior, are in the best position to do so. This is fantastic.
As a Templar you will be controlling the field with aoe stuns, ensure enemies are as vulnerable to your allies as possible and (given the enemy type) buffing the living daylights out of them. And should you die in all your glory you pump the rest of your party on so much divine crack that if you still end up wiping then it says more about your level deficit than it does your build.
In short, the Templar is very powerful in it's role and provide A LOT even without knowing the potential upgrades. Yes it's not complete in it self, most of it's abilities are centered on the character so a gap closer is highly recommended, but like all specializations it's meant to be built around in order to get the most out of it.
Hope this helps some of you that enjoy the Templar lore to look at the spec in a new light,