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Judgement Hands Paladin Build Guide

Posted by dapa on March 14, 2024
Last updated on March 14, 2024

Overview

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This build is geared towards a more melee Paladin playstyle centered around the Paladin skill Judgement that deals great semi-burst damage with the help of the other 4 skills Holy Aura, Healing Hands, Javelin, and in some cases, Volatile Reversal depending on the situation. The build offers a rotational bursty playstyle along with supplementary DoT damage while generating enough heals to get you through the toughest of battles.

With a heavy emphasis on PrefixIncreased Healing Effectiveness, and trying to build as much PrefixCritical Strike Chance & PrefixCritical Strike Multiplier as we can, the burst damage from Judgement relies on such stats. While Consecrated Ground is not a main contributor to the overall damage, it provides enough DoT damage to merit, with how PrefixIncreased Healing Effectiveness scales with it.

Important note:

The only unique required for this build is Hand of Judgement. The other uniques in the build are more BIS than anything, and can be replaced with exalted items with the same affixes that will be explained in the guide later. The shield Cradle of the Erased, and the Sentinel relic Code of an Erased Sentinel, are special unique items with Weaver's Will that I happened to roll affixes that I can use for the build. They are endgame equipment for the most part.


This build is by no means optimized. I just had inspiration to create a Paladin build through watching info videos from content creators and playing a good amount of the game since launch.

Pros & Cons

Pros

More engaging playstyle compared to other Paladin builds

Burst damage playstyle, rewarding

Above average mono clear speed

Reasonable DoT damage to finish mobs while clearing

Flashy, great animations

No Main Hand weapon, one less item to grind xD

High Block Effectiveness, Block Chance and heals

Cons

Heals are inside an aura, Consecrated Ground

Prone to Damage Over Time

Gear Dependent Hand of Judgement

Uniques further strengthen the build, while not needed, they help push the damage and survivability as they should.

Crit dependent, the higher crit = more damage, leads to balancing crit with defenses

Gameplay / Mechanics

The gameplay revolves buffing your hardest hitting skill Judgement. With the help of Healing Hands providing supplementary damage with every Judgement cast and the substantial PrefixCritical Strike Chance and PrefixCritical Strike Multiplier buffs from Holy Aura, the damage output from Judgement will roll through any map. Along with those two skills, comes Javelin, a key part of the build, that applies Ignite and a damage buff to Judgement, if casted on an enemy before casting Judgement.

By increasing PrefixAttunement and PrefixIncreased Healing Effectiveness through our equipment, it increases our overall fire damage that applies to every part of the damage output, from the initial burst of the fire melee hit of Judgement to the DoT damage from the area left behind from Consecrated Ground. The node Prophesied Immolation 1/1 allows Judgement to scale with Increased Healing Effectiveness.

While mapping, unless fighting a Boss/Rare monster, most of the time, the supplementary dmg from Healing Hands and the application of Javelin is enough to clear through mobs with every cast of Judgement. Javelin procs Ignite and leaves a trail of DoT area that also heals with the help of node Holy Trail 1/1. It is very important to cast and hit an enemy with Javelin before every Judgement as the node Sacred Forge 4/4 from the Javelin tree applies a big buff for the next Judgement casted.

The application of Volatile Reversal relies on the situation at hand, and with most Paladin builds, it is a situational skill that provides a move speed (Catching Up 3/3) and attack speed (Warped Time 3/3) buff after casting.

The skill after casted, warps you back a couple seconds where you used to be, reverting your health, and leaving Void Rifts at the starting (Incipient Void Rift) and ending (Terminal Void Rift) points of the skill.

The node Harbinger of Dust 3/3 applies a debuff on enemies that are hit with Void Rift that increase the damage taken for 4 seconds. With this debuff, it allows for an even bigger burst to Judgement.

In practical scenarios, you can use this skill to debuff tankier mobs/bosses as you have to be careful of how the skill displaces you. I advise to learn how this skill functions as it can further your damage with better application of Volatile Reversal.

In a simpler sense, the rotation/application of skills are:

  1. Hitting enemy with Javelin to apply Ignite and Sacred Forge 4/4 to enhance Judgement damage.
  2. Apply Holy Aura for fire damage boost, crit chance boost and crit multiplier boost from True Strike 4/4, Extreme Zeal 3/3 and Burning Blows 4/5.
  3. If needed, cast Volatile Reversal on enemy for Harbinger of Dust 3/3 debuff for more increased damage. Use when needed, it also displaces you and reverts your health to where it was 2 seconds before.
  4. Cast Judgement on enemy for DAMAGE.

The new Paladin skill, Healing Hands, works as an indirect melee fire attack (Cleric's Hammer 4/4 & Seraph Blade 1/1) with every Judgement cast providing supplementary fire damage, adding more damage to a Boss fight or finishing clearing tankier mobs that Judgement could not finish. It also works as your Traversal skill as node Rahyeh's Chariot 1/1 converts Healing Hands as a handy charge skill.

Skills

Passives

Stat Priorities

Equipment

Important: some of the build affixes/suffixes might be off as I update my build. Again, this build is a work in progress and not optimized.

Later in the guide, I'll provide an exalted only build that I believe will work (will do testing myself).

The unique this build revolves around, is Hand of Judgement. This build allows you to go unarmed, yes wearing a shield is considered unarmed, and greatly buffs the overall damage output of Judgement.

The main prefixes this build requires and scales with are:

Prioritize Tier 6 and Tier 7 affixes on PrefixAttunement and PrefixCritical Strike Chance in each respective equipment slot.

The suffixes to look for are:

While the other uniques are not required, they are very much great enough upgrades for players to chase to make an even stronger build. I'll explain with each unique below.

Cradle of the Erased, this shield provides more PrefixBlock Effectiveness with every per 1% uncapped resistance. This allows you to be more lenient with your suffixes on certain gear, in case some might overcap your resistances. Higher block effectiveness is always nice as it can allow you to survive tougher fights.

Code of an Erased Sentinel, this relic adds a specialized skill point to each of your Sentinel skills and allows armor mitigation to damage over time, which this build severely lacks. The caveat of this relic is that it contains Weaver's Will, which rolls affixes on the relic the more enemies you slay. I happened to roll T7 PrefixAttunement on it, so it makes my build significantly stronger. In a perfect world, I would have like to see the other affixes upgrading Judgement, but having this T7 Attunement affix on it; it is more than enough for where the build is currently at.

Sunwreath, this ring greatly increases the overall fire damage output to all sources. Ignoring the last two affixes, the main 3 increases PrefixMelee Fire Damage, PrefixFire Damage Over Time and SuffixChance to Ignite on Hit (melee). I recommend sealing the ring with at least PrefixCritical Strike Chance to allow Judgement to crit more often.

Idols

The only two important idols are the 2x2 Adorned Rahyeh Idols, which increases PrefixIncreased Healing Effectiveness and PrefixBlock Effectiveness furthering offense and defense respectively. I filled in the other idol slots to cover resistances, adding more health and crit chance in order to balance the build.

Blessings

Important ones to consider grinding first:

Grand Winds of Oblivion: This increases your PrefixCritical Strike Chance. More crits, more damage.

Grand Survival of Might: This increases your SuffixCritical Strike Avoidance, which the build lacks defense wise.

Grand Breath of Cinders: This applies a chance to Shred Fire Resistance, which can enhance the damage of Judgement and other applications of fire damage.

Timeline
Blessings
Ending the Storm
Reign of Dragons
The Age of Winter
Fall of the Outcasts
The Stolen Lance

Any

Blood, Frost, and Death

Any

Fall of the Empire

Any

The Last Ruin

Build Variants

Leveling

You can level using Javelin and getting to the node Holy Trail 1/1 will allow a great AoE for clearing. Once you get Judgement, you can start getting used to it and how it interacts with your other skills.

Before comfortably respeccing into Javelin, you can use Hammer Throw until then.

Endgame

Normal Monoliths

  • Cap, or get close to capping your resistances. Some of Paladin's passive points help remedy certain ones. Use idols and equipment suffixes to cap other resistances.
  • This build is gear dependent, it requires Hand of Judgement to work properly. If you do not have one yet, use a Pick Hammer with at least PrefixMelee Fire Damage for now until you have the gloves.
  • This also leads to a replacement for gloves, if you do not have the unique gloves, use a Plated Gauntlets with at least PrefixAttunement and/or PrefixCritical Strike Chance to scale your damage.
  • I advise in obtaining a Cradle of the Erased to keep your defenses up. The random affixes don't matter as much until late endgame, having one is more than enough for normal monos.

Empowered Monoliths

Arenas

I do not run Arenas as much. Sorry :(. If I run Arenas in the future on this build, I'll update in the future.

Further Optimization

Again, my build is not optimized, but I have been having great success so far in the content I am currently running.

As I am still experimenting with different things in this build, I would like to make note that this build can deal increasingly more damage with the unique shield Rahyeh's Light (will provide an alternate build in some point in the future).

My reasoning for not taking this in my build is simply the lack of defense that Cradle of the Erased would otherwise provide. Yes, you do significantly more damage with this shield, but you lose a tremendous amount of PrefixBlock Effectiveness and PrefixBlock Chance. With how I personally want to play, I'd rather have the defenses from Cradle of the Erased.

I do not want to discourage other players to try using this shield as it is a substantial amount of a damage increase to consider. Hopefully, other players can find using this shield more enjoyable than I did. Maybe it's just a skill issue, or I have to balance my defense better on other equipment.

Loot Filter

No loot filter is provided for this guide. You can generate a loot filter for this build in the Build Planner or create one using Filter Wizard in the Loot Filters section.

FAQ

Video

Changelog

  • Build guide was published

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