For my first play through the game, I rolled with a Knight-Enchanter because I dearly missed Arcane Warrior and was feeling nostalgic. I found that it built rather intuitively and I didn't have to put much thought into my skill picks - I knew what would enhance my design goals and what wouldn't with a quick glance.
Now I'm rolling with a dwarven two-handed warrior who went Templar. I wanted to play a support DPS build that emphasized enhancing my party over individual DPS. Consequently I've thrown together the following package of desired active skills and passives, along with an explanation for the motivation behind each pick, and I'd like to get some feedback on whether y'all think this is a build plan worth pursuing, or I should scrap this idea for another type of Templar build.
Desired Actives:
Two-Handed:
1. Block and Slash (Flawless Defense) : Guard Builder
2. Mighty Blow (Easy Target) : Impact Detonator
Battlemaster:
3. Grappling Chain (Give Them THe Boot) : Pull + Stun setup
4. Horn of Valor (That's the Spirit) : Party damage boost
Vanguard :
5. Charging Bull (Gore and Trample) : Positioning, Guard Builder, Stamina discount
Templar :
6. Spell Purge (Spell Shatter) : PBAoE Dispel. Eldritch Detonator.
7. Wrath of Heaven (Embrace the Light) : High duration AoE stun setup. Demon killer.
Inquisitor:
8. Focus: Mark of the Rift : high AoE damage.
Desired Passives:
Two-Handed
1. Shield Breaker (+3 Strength, critical hits sunder armor by 20% for 6s)
2. Flow of Battle (+3 Strength, critical hits lower cooldowns by 1)
Battlemaster:
3. Crippling Blows (+3 Strength, critical hits Weaken by 15% for 10s, stacks)
4. Coup de Grace (+3 Strength, +30% damage vs stunned or knocked down enemies)
Vanguard:
5. Maker's Will (+3 Willpower. Party has a 5% chance to weaken by 15% for 6s on hit)
6. There is No Darkness (+3 Willpower. Party gains +10% resist to all magic damage types)
7. Champions of the Just (+3 Strength, party deals +10% damage vs Demons)
8. The Last Sacrifice (+3 Constitution. 1/minute, if I die, party heals to full health and gains +50% damage for 10s)
Total Points: 24 (all of the above, + Challenge and Blessed Blades as a prerequisites for other skills)
Level to Finalize : 22
Finalize, of course, means the level at which I obtain every desired skill on the list, after which any further skill points are free floating things I play around with. My Knight Enchanter build "finalized" at 20, and made it to 23 before I decided to finish the game - and I never got around to exploring Hissing Wastes or Arbor Wilds, so 22 doesn't seem an overly ambitious target for this character.
As for the overall reasoning behind the skill picks:
My focus is on three things: CC, buffing, and debuffing.
To aid crowd control I have three sources of knockdown (my block and slash counter, my charge, and my mighty blow) and two sources of stun (my chain pull and my templar aoe stun).
To aid buffing, I have key passives from Templar: I give everyone on my team a chance to weaken enemies with every attack (lowering incoming damage), as well as bonus elemental resistances (lowering incoming damage), and, 1/minute, if the enemy drops me, my party goes into super berserker mode, fully heals, and hits like the Hulk for ten seconds.
ALSO for Buffing, I have horn of valor, which gives EVERYONE in my party +35% damage for 13 seconds per use, which is a huge dps increase. Oh, and it also buffs armor, which, sensing a theme...lowers incoming damage.
To aid debuffing, my critical hits sunder enemy armor (letting our physicla attackers, including me, deal more damage to them), and weakens them, to...lower incoming damage?
To top it all off, since I'm a knockdown and stun machine, I picked up a passive giving me +30% damage if I've knocked you down or stunned you, and Mighty Blow does serious bonus damage to knocked down targets.
'
Finally, the reason Charging Bull is so important is twofold: First, it's my mobility that lets me get into a bunch of enemies to USE my scary aoe stun. And second, it makes my next move after it free, which negates the big scary 65 stamina cost the aoe stun carries.