Templar’s Might is a unique holy armor that appears to have been designed with a paladin in mind. Other classes or builds may find that Templar’s Might has little to offer them.
The statistics:
Defense: 1622-1923
Required level: 74
Required Strength: 232
Durability: 60
+170-220% Enhanced Defense
+250-300 Defense vs. missiles
+10-15 to strength
+10-15TB Vitality
+20% faster hit recovery
+40-50 Maximum Resistance
+1-2 TB offensive auras (paladin only)
Required level: 74
Required Strength: 232
The huge Strength requirement tends to scare off many players; Coupled with the fact that at level 74, there is other body armor that is more useful, with more useful mods, and it becomes clear why most would find Templar’s Might to be relatively weak body armor.
+170-220% Enhanced Defense
What Templar’s Might does have is that it has one of the highest Defense in Diablo 2. If the player already has high Strength, due to Force amulets or from other equipment, then the high Defense in Templar’s Might can make it a little stronger. attractive option. This is especially true if the character is a Paladin and has high Challenge levels, which increases Defense by a percentage, making each point count towards a very high boosted Defense value.
+250-300 Defense vs. missiles
Sticking with the Defense theme, this is a good mod that gives you more protection against ranged attacks from your enemies.
+10-15 to strength
+10-15TB Vitality
These are decent boosts to your strength and vitality. The increase in your Strength is great if you have any other item with a high Strength requirement. Vitality augmentation is very nice, as it increases your health, but it tends to favor melee characters more, who get 3-4 hit points out of a point in vitality, compared to casters, who only get 2 per point.
+20% faster hit recovery
When your character catches it, there are a few frames of animation. If your opponent hits you for 1/12 of your hit points or more, you also risk being stunned. Faster Hit Recovery helps your character recover from being hit by his enemies; the more you have, the faster you can recover from hits and dish out your own damage.
+40-50 Maximum Resistance
At level 74, your character should have no stamina issues, making this mod pretty much useless.
+1-2 TB offensive auras (paladin only)
Paladins may find this mod to be the saving grace for Templar’s Might.
Summary:
With a high Strength requirement and no Resistances increases, Templar’s Might offers little for high-level players. In fact, these drawbacks also make it a non-viable option for mercenaries, who tend to need all the resistances they can get just to survive for an effective amount of time on Hell difficulty. All of the mods on Templar’s Might seem to point to the fact that it could be useful armor for paladins, but even they might find the lack of resistances too high a price to pay.