Yeah templars took a hit, but in part that's because we don't fight any actual mages... I'm not even sure the mages we fight have mana to drain. Fire mine, ice mine, fire mine, ice mine.
I'm not talking about drain, they were spirit damage nastiness incarnate. Here's the abilities from DA:O as an example
Templar characters that you could control could use the following: Sword and shield, two-handed, archery, dual wield
Templars now get: sword and shield or two-handed; when did warriors forget to use bows?
Baseline Warrior stuff because you had to be a warrior first:
4 trees of skills per weapon set
2 baseline power trees, including taunt hitting more people
Templar powers:
(Baked in +2 to magic and +3 mental resistance)
Righteous Strike (Passive) - Each of the templar's melee hits against an enemy spellcaster drains its mana
Cleanse Area (30 second CD) - The templar purges the area of magic, removing all dispellable effects from those nearby. Friendly fire possible
Mental Fortress (Passive) - Massive increase to Mental Resistance
Holy Smite ( 40 second CD) - The templar strikes out with righteous fire, inflicting spirit damage on the target and other nearby enemies. If the target is a spellcaster, it must pass a mental resistance check or else loses mana and takes additional spirit damage proportional to the mana lost. All affected enemies are stunned or knocked back unless they pass physical resistance checks. (An attack that hits everyone, not just mages)
Plus you can have 2 other specializations to increase the efficiency of your lack of other powers, and you don't buy passives to increase stats you get them and choose where they go. The mana drain is no longer required because enemy mages have infinite mana, they do get teleports and some ranged powers but yes they do tend to just throw out landmines.
DA:I Warrior to Templar
2 Weapon Trees
1 Tank style tree (Vanguard)
1 Debuff/Control Tree (Battlemaster)
No baked in bonuses for picking up the class + Fetch quest to learn it
Activated Powers:
Blessed Blades: Damage Increase for nearby allies, improved if you're fighting demons
2nd point : Reduce the cooldown of Wrath of Heaven and Spellpurge when attacking enemies with Blessed Blades
Spell Purge: Area of Effect Dispell centered on the Templar
2nd Point : Spell Purge now does damage when dispelling barriers and beneficial powers (600% weapon damage)
Wrath of Heaven: Stuns nearby enemies and deals damage to demons (400% weapon damage against Demons)
2nd Point: Increased Damage component (300%) and increases stun by 2 seconds
Passive Powers:
Maker's Will: 5% weaken chance for you and your allies; +3 Willpower
Champion of the Just: 10% increased damage against Demons; +3 Strength
There is No Darkness: Fire, Ice, Electric and Spirit Resistance increased by 10%; +3 Willpower
The Last Sacrifice: +3 Constitution; When you get knocked out, heal your party 100% and increase their damage by 50% for 10 seconds (60 second CD)
Super Power (Rally): Increase base regen, guard generation and grant damage resistance depending on what tier you use (24 second CD, 15 second Duration)
Even the base Templar from DA:O seems better, and the basic DA:I Templar doesn't even get the power to allow his attacks to affect spirits and spell casters, that's exclusive to the Multi-player Templar.