Explanation of each skill
Healing Hands - Our bread and butter, it deals great damage and heals us insanely fast. It starts as a golden ring before turning to an Golden F5 Tornado once you get Skyfall 1/1. The radius of the ring is the limit of it's damage and heal, so for play style you want to be up close and personal to make sure you're getting healed as well as doing damage. It's locked to cast at 4 times per second, however cast speed does effect the initial cast, so it would be wise to stack a little bit in your gear. The animation for Skyfall will look slow, but the damage starts as soon as the golden rings appear.
As for nodes, I choose Searing Light 1/1 then rush to Unbroken Prayer 1/1. Then Bane of Evil 2/2 & Cleric's Wrath 2/2. This will get you through the campaign. Get Purity of Thought 1/1 & Blessed Parish 3/3 before you get Skyfall 1/1 so you can sustain it. Virtue of Patience 2/2 for big damage then Halted Scourge 1/1 & Turn Undead 1/1 for their damage and damage reduction. The last 4 I throw into Prayer of the Fallen 4/4, and if you have more from gear you can play around with it, I threw mine into Consecrated Storm 1/4 to go with my spoon.
Holy Aura - The Paladin's utility belt. It gives us great defensive and offensive buffs as well as a cool down to push the buffs a little more. Take the left side defenses before the right side offenses. Use the CD when your killing thick boys.
Sigils Of Hope - Mostly used for an offensive buff (+15 spell fire damage and 125% increased damage). With the Last Wish 1/1 node, you'll keep most of your stacks up while clearing, but you will need to self buff before bossing. Since mana is an issue with this build, use Volatile Reversal right after getting your stacks to get your mana back.
Volatile Reversal - There's a reason every Sentinel build uses this, it's just too damn strong. Use this spell to get mana back, and to debuff the enemy, causing them to take an insane amount of extra damage. It can be tricky to use, but trust me, learning to use this skill properly will propel you into a DPS powerhouse.
Shield Rush - I'm not happy about this skill, but I prefer it over Lunge for a traversal skill. Lunge is faster and moves farther, but it requires an enemy or ally to use, and there are too many situations where neither are around. Shield Rush can only move in a straight line, but it's CD is relatively short and there's no limit on it's distance. However, its nodes are also pretty bad. You wont do any damage with it so best we can get is less mana usage and a chance to stun. Honestly Sentinel needs a leap slam or something better for a traversal skill.
How to play
Keep that big beam on your enemy's head as well as your own and you can't go wrong. Sigils Of Hope & Volatile Reversal for damage CD's, Holy Aura for defense CD.
How to scale damage
Flat spell damage is applied at 200% effectiveness, but flat spell damage is hard to get for a Sentinel, but some genius thought up Bane of Evil 2/2. Get Healing Effectiveness (10% equals +2 flat spell damage) on whatever you can to pump your flat damage, then focus on crit chance & crit multi, then Fire/Ele % Damage.
Flat Spell Damage > Healing Effectiveness > Crit Multi > Crit Chance > Increased AOE> Fire/Ele/DoT Damage > Attunement (1 Attunement acts as 5% Healing Effectiveness)
Super Secret Super Saiyan Level 3 Mode
So Exsanguinous has an interesting feature. It converts health into ward, but if you gain health while doing so it will convert the new health into more ward. Ward has no cap, but it does have diminishing returns to how high it goes. But because we can heal really, really fast, we can spike the ward really high and maintain it, giving us an effective health pool the game is not designed for.
TLDR: Put that chest on and face tank a boss with your beam on you. You will bring yourself up to at least 10k ward and will not be able to be killed. If you're really snazzy, you could make an endgame build around this mechanic and break the game. But that's for you to discover.