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:
- Hitting enemy with Javelin to apply Ignite and Sacred Forge 4/4 to enhance Judgement damage.
- 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.
- 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.
- 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.