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Paladin Skill Tree

Table of Contents

  1. Healing Hands
  2. Symbols of Hope
  3. Judgement
  4. Holy Aura

Healing Hands (Level 5 Skill)


Bane of Evil

Healing hands deals additional spell damage based on your Increased Healing Effectiveness and on Increased Healing Effectiveness from this tree.

  • Max Points: 2
  • Stats:
    • Spell Damage per 20% increased Healing Effectiveness: +1 per point

Blessed Parish

Healing Hands has an increased area of effect and a lower mana cost.

  • Max Points: 3
  • Stats:
    • Area: +15% per point
    • Mana Cost: -2 per point

Cleric's Hammer

When you directly use a melee attack and hit at least one enemy, you have a chance to cast Healing Hands around the target. This consumes mana based on Healing Hands' mana cost. Healing Hands restores less up front health when cast indirectly.

  • Max Points: 4
  • Stats:
    • Healing Hands Chance on Melee Hit: 25% per point
    • Healing Hands Mana Consumption: 110%
    • Less Up Front Healing For Indirect Casts: -65%

Cleric's Wrath

Healing hands deals more damage (multiplicative with other modifiers) based on the combined levels of your specialized Buff skills.

  • Max Points: 2
  • Stats:
    • Damage per Level of Specialized Buff Skills: +0.5% per point

Cloud Voyager

A portion of Healing Hands' remaining cooldown is recovered if you use it to heal an ally other than yourself. This effect can occur once per direct cast of Healing Hands.

  • Max Points: 1
  • Stats:
    • Cooldown Recovered on Ally Healed: 75%

Consecrated Storm

Healing hands has a chance to Electrify on hit.

  • Max Points: 4
  • Stats:
    • Electrify Chance: 25% per point
  • Related Skills & Ailments: Electrify

Divine Barrier

Healing Hands also grants ward to allies based on your Attunement. If the ally has an effect that causes them to gain ward per second based on their missing health, then it will not heal them, but will provide a percentage of its healing as ward.

  • Max Points: 1
  • Stats:
    • Ward per 2 Attunement: 1
    • Healing Conversion: 20%

Divine Catalyst

You cast Divine Bolt at nearby enemies when you directly cast healing hands and heal yourself or an ally. Divine Bolt is affected by specific passives from the Paladin tree and if you take this node then Divine Bolt from all sources scales with nodes on this tree.

  • Max Points: 5
  • Stats:
    • Divine Bolts Cast: 1 per point
  • Related Skills & Ailments: Divine Bolt

Font of Salvation

If you heal an allied player other than yourself that was below half prior to healing, Healing Hands restores them to full health and grants them ward equal to 80% of their max health. This has no effect on you, nor on minions, nor players that have an effect that causes them to gain ward per second based on their missing health.

  • Max Points: 1
  • Stats:
    • Heal Party Members to Full
    • Heal to Full Threshold: 50%
    • Health Gained as Ward when Healing to Full: 80%

Guardian's Chant

Healing Hands also grants ward per second for three seconds after being cast on an ally. The ward per second is equal to a proportion of the ward granted up front by the other nodes on this tree and by items that cause you to grant ward with Healing Hands. This effect cannot stack multiple times, casting again on the same ally just refreshes the duration.

  • Max Points: 3
  • Stats:
    • Upfront Ward gained as Ward per Second: 10% per point
    • Ward per Second Duration (Seconds): 3

Halted Scourge

Healing Hands Immobilizes void enemies for 1 second on hit and deals more damage to them (multiplicative with other modifiers). Healing Hands grants allies 10% less void damage taken (multiplicative with other modifiers) for 10 seconds when cast on them. This buff does not stack.

  • Max Points: 1
  • Stats:
    • Immobilize Void Enemies
    • Damage vs Void Enemies: +10%
    • Void Damage Taken: -10%
  • Related Skills & Ailments: Immobilize

Hand of Aurelus

When you directly cast Smite, you have a chance to cast Healing Hands around the target location. This consumes 70% of its mana cost.

  • Max Points: 4
  • Stats:
    • Healing Hands Chance on Smite Cast: 25% per point
  • Related Skills & Ailments: Smite

Holy Winds

Healing Hands deals more lightning damage over time (multiplicative with other modifiers) and when you hit an electrified enemy with Healing Hands it spreads all stacks of your stacks of electrify from that enemy to a number of other enemies within 5 meters.

  • Max Points: 4
  • Stats:
    • Lightning Damage Over Time: +40% per point
    • Targets to Spread Electrify to: 1 per point
  • Related Skills & Ailments: Electrify

Homeward

If Healing Hands would not affect any allied players at the chosen target location, it is cast centered on you instead. Healing Hands has increased healing effectiveness.

  • Max Points: 1
  • Stats:
    • Cast at self if not targeting ally
    • Increased Healing Effectiveness: 18%

Prayer of the Fallen

Healing Hands has increased healing effectiveness. This bonus is doubled if there is a dead player within 30 meters.

  • Max Points: 4
  • Stats:
    • Increased Healing Effectiveness: 25% per point
    • Doubled if Dead Player Nearby

Purity of Thought

Healing Hands has a lower mana cost.

  • Max Points: 1
  • Stats:
    • Mana Cost: -5

Rahyeh's Chariot

When you directly use Healing Hands you dash to the target location first. However, Healing Hands now has a cooldown and counts a Traversal skill. This does not affect indirect casts of Healing Hands.

  • Max Points: 1
  • Stats:
    • Dash to the Target Location
    • Counts as Traversal Skill
    • Cooldown Duration (seconds): 6
  • Related Skills & Ailments: Healing Hands

Sacred Gift

When you cast Healing Hands, there is a chance it spawns a Health Globe at a random point inside the area of effect. When an ally walks over the globe, it is consumed, healing them for 70 health.

  • Max Points: 4
  • Stats:
    • Health Globe Chance: 25% per point

Searing Light

Healing Hands now hits enemies within its area of effect, dealing spell fire damage. Added spell damage applies to it at 200% effectiveness.

  • Max Points: 1
  • Stats:
    • Deals Fire Damage on Hit

Seraph Blade

Healing Hands is converted into a melee attack that hits in a wide arc in front of you. It now scales with melee damage instead of spell damage and effects on this tree that granted spell damage now grant melee damage instead. Healing Hands still heals you, as well as allies within its area of affect.

  • Max Points: 1
  • Stats:
    • Deals Fire Damage on Hit

Skyfall

While channeling Healing Hands you also call down a beam from the sky that deals fire damage over time to enemies around the target area and heals allies within its area of effect. Healing Hands costs additional mana per second while channeling.

  • Max Points: 1
  • Stats:
    • Sky Beam while Channeling
    • Mana Cost Per Second: +7
  • Related Skills & Ailments: Sky Beam

Sun Shroud

You are immune to damage while moving with Healing Hands.

  • Max Points: 1
  • Stats:
    • Immune while Moving

Synthesis of Light

Healing Hands also grants ward to allies based on your Increased Healing Effectiveness and on Increased Healing Effectiveness from this tree.

  • Max Points: 3
  • Stats:
    • Ward per 10% increased Healing Effectiveness: 1 per point

Turn Undead

Healing Hands fears Undead Enemies for 2 to 3 seconds on hit and deals more damage to them (multiplicative with other modifiers). Healing Hands grants allies 10% less necrotic damage taken (multiplicative with other modifiers) for 10 seconds when cast on them. This buff does not stack.

  • Max Points: 1
  • Stats:
    • Fear Undead Enemies
    • Damage vs Undead Enemies: +10%
    • Necrotic Damage Taken: -10%
  • Related Skills & Ailments: Fear

Unbroken Prayer

Healing Hands becomes a channeled ability, casting 4 times per second regardless of cast speed, and draining your mana.

  • Max Points: 1
  • Stats:
    • Channeled Healing Hands
    • Casts Per Second: 4
    • Mana Cost Per Second: 10
  • Related Skills & Ailments: Healing Hands

Urgent Healing

Healing Hands restores additional health up front.

  • Max Points: 4
  • Stats:
    • Up Front Healing: +20 per point

Virtue of Patience

Healing Hands takes longer to cast, but deals more damage (multiplicative with other modifiers) and has increased healing effectiveness and a larger area of effect.

  • Max Points: 2
  • Stats:
    • Cast Speed: -16% per point
    • Damage: +24% per point
    • Increased Healing: 24% per point
    • Increased Area: 16% per point

Vow of Restoration

Healing Hands restores additional health over time. This lasts for three seconds just like Healing Hands' inherent healing over time effect.

  • Max Points: 4
  • Stats:
    • Additional Healing Per Second: +20 per point

Symbols of Hope (Level 15 Skill)


Burning Sign

Symbols grant you and your allies a chance to ignite enemies.

  • Max Points: 5
  • Stats:
    • Ignite Chance Per Symbol: +6% per point
  • Related Skills & Ailments: Ignite

Celestial Concentration

Symbols of Hope grants you and your allies increased mana regeneration.

  • Max Points: 4
  • Stats:
    • Increased Mana Regen Per Symbol: 2% per point

Cleansing Light

Divine Flare now has a chance per Symbol consumed to cleanse negative ailments on allies, and a chance per Symbol consumed to blind nearby enemies.

  • Max Points: 4
  • Stats:
    • Cleanse Ailment Chance: +25% per point
    • Blind Chance: +25% per point
  • Related Skills & Ailments: 

Decree of Flame

Symbols grant you and your allies additional fire damage.

  • Max Points: 3
  • Stats:
    • Fire Damage Per Symbol: +1 per point

Divine Flare

Symbol of Hope's active effect creates a Divine Flare that deals fire damage to enemies in an area around you and heals allies for 50 health per Symbol consumed, but it no longer grants damage reduction. Symbol of Hope's cooldown is significantly reduced, and it is no longer instant cast.

  • Max Points: 1
  • Stats:
    • Activation Casts Divine Flare
    • Reduced Cooldown: 80%
    • Not Instant Cast
    • No Damage Reduction
  • Related Skills & Ailments: Divine Flare

Empowering Symbols

Symbols increase the damage of you and your allies.

  • Max Points: 5
  • Stats:
    • Damage Granted Per Active Symbol: +5% per point

Enduring Hope

Symbols of Hope has a shorter cooldown.

  • Max Points: 2
  • Stats:
    • Increased Cooldown Recovery Speed: 25% per point

Energized Flare

Divine Flare now has a chance to gain a Symbol on kill or when hitting a boss or rare enemy.

  • Max Points: 1
  • Stats:
    • Symbol On Kill Chance: 10%
    • Symbol On Hit Chance: 10%
  • Related Skills & Ailments: Divine Flare

Faith

When you activate Symbols of Hope, gain ward equal to a portion of your maximum health per symbol consumed.

  • Max Points: 3
  • Stats:
    • Portion Of Health To Ward Per Symbol: 2% per point

Fervor

Symbol of Hope's active effect also grants Haste for its duration.

  • Max Points: 1
  • Stats:
    • Haste On Activation
  • Related Skills & Ailments: Haste

Healing Rites

Symbol of Hope's active effect also grants increased healing effectiveness for its duration.

  • Max Points: 5
  • Stats:
    • Healing Effectiveness On Activation: 30% per point

Heavenly Justice

You and your allies gain increased critical strike chance per Symbol.

  • Max Points: 5
  • Stats:
    • Increased Crit Chance Per Symbol: 4% per point

Holy Revelation

You gain Symbols of Hope faster.

  • Max Points: 3
  • Stats:
    • Symbols Of Hope Gain Rate: +15% per point

Inspire Hope

You can now cast Symbols of Hope's active effect on your allies. Any effects from this tree will now be granted to the recipient.

  • Max Points: 1
  • Stats:
    • Symbols Of Hope Cast On Allies

Invigorate

Symbols grant you and your allies increased healing effectiveness.

  • Max Points: 5
  • Stats:
    • Increased Healing Per Symbol: +4% per point

Iron Symbols

Symbols grant you and your allies additional endurance threshold

  • Max Points: 5
  • Stats:
    • Endurance Threshold Per Symbol: +15 per point

Meditation

Symbols now only affect you, but provide twice as much health regeneration.

  • Max Points: 1
  • Stats:
    • Double Health Regen From Symbols
    • Symbols Only Affect You

Polygram

You can summon an additional Symbol.

  • Max Points: 1
  • Stats:
    • Maximum Symbols: +1

Quiet Mind

Symbols of Hope costs less mana and the active effect lasts longer.

  • Max Points: 3
  • Stats:
    • Mana Efficiency: +10% per point
    • Active Effect Duration: +10% per point

Renewed Hope

You have a chance to regain a Symbol after activation.

  • Max Points: 3
  • Stats:
    • Chance To Regain Symbol: 34% per point

Sign of the Guardian

Symbols grant additional block chance and block effectiveness.

  • Max Points: 3
  • Stats:
    • Block Chance Per Active Symbol: +1% per point
    • Block Effectiveness Per Active Symbol: +15 per point

Symbol of Righteousness

Your Symbols of Hope have increased effect on your other allies.

  • Max Points: 3
  • Stats:
    • Increased Symbols Effect For Other Allies: 5% per point

Symbols of Despair

Fire damage provided by Symbols is converted to void damage. Each Symbol now grants 15% increased void damage, but no longer increases health regeneration.

  • Max Points: 1
  • Stats:
    • Fire Damage -> Void Damage
    • Increased Void Damage Per Active Symbol: 15%
    • Symbols Do Not Increase Health Regen

Tetragram

You can summon an additional Symbol.

  • Max Points: 1
  • Stats:
    • Maximum Symbols: +1

Unwavering Faith

Activating Symbols of Hope now heals you for a portion of your maximum health.

  • Max Points: 2
  • Stats:
    • Portion Of Health Healed: 10% per point

Waves of Light

Directly cast Divine Flares which hit a rare enemy or boss have a chance per symbol consumed to recast Divine Flare.

  • Max Points: 4
  • Stats:
    • Recast Chance per Symbol Consumed: +10% per point
  • Related Skills & Ailments: Divine Flare

Well of Light

Divine Flare deals more damage (multiplicative with other modifiers) in a larger area per Symbol consumed.

  • Max Points: 4
  • Stats:
    • Divine Flare Damage Per Symbol: +25% per point
    • Divine Flare Area Per Symbol: +15% per point
  • Related Skills & Ailments: Divine Flare

Zeal of Storms

Symbols of Hope grants you and your allies additional chance to electrify on hit.

  • Max Points: 5
  • Stats:
    • Electrify Chance Per Symbol: +6% per point
  • Related Skills & Ailments: Electrify

Judgement (Level 30 Skill)


Anointed

Consecrated Ground becomes a Consecrating Aura which surrounds you and has a longer duration, but Judgement costs more mana. Judgement deals significantly more damage over time.

  • Max Points: 1
  • Stats:
    • Consecrated Ground -> Aura
    • Mana Cost: +50%
    • Damage Over Time: +100%
    • Duration: +100%
  • Related Skills & Ailments: Consecrated Ground

Ascendant Liturgy

Judgement gains significant physical and fire penetration, but no longer leaves behind Consecrated Ground.

  • Max Points: 1
  • Stats:
    • Physical and Fire Penetration: +40%
    • No Consecrated Ground
  • Related Skills & Ailments: Consecrated Ground

Ashes to Dust

Consecrated Ground has a chance to shred enemy armor each second.


Cleansing Light

Holy Eruption cleanses negative ailments, such as ignite and chill, on you and allies. This effect can occur a limited number of times per 10 seconds.

  • Max Points: 1
  • Stats:
    • Holy Eruption Cleanses Ailments
    • Limit per 10 Seconds: 3
  • Related Skills & Ailments: Holy Eruption

Deliverance

If you hit at least one enemy with Judgement you gain the Deliverance buff, which drastically increases mana regen and health regen.

  • Max Points: 4
  • Stats:
    • Deliverance Duration (seconds): 1 per point
    • Increased Health Regen: 50%
    • Increased Mana Regen: 50%

Destructive Impact

Consecrated Ground heals allies and deals damage in a larger area.


Divine Destruction

Judgement hits and Consecrated Ground deal more damage against enemies at high health (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Hit Damage Against High Health: +20% per point
    • Consecrated Ground Damage Against High Health: +20% per point
  • Related Skills & Ailments: Consecrated Ground

Ensuing Fervour

You gain Frenzy for a duration after using Judgement if it hits at least one enemy.

  • Max Points: 4
  • Stats:
    • Frenzy Duration (seconds): 1 per point
  • Related Skills & Ailments: Frenzy

Expedite

Consecrated Ground restores more health, but has a shorter duration.

  • Max Points: 4
  • Stats:
    • Consecrated Ground Healing: +25% per point
    • Duration: -20% per point
  • Related Skills & Ailments: Consecrated Ground

Fervent Impact

Judgement hits have more critical strike chance against ignited enemies (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • More Critical Chance Against Ignited: 25% per point
  • Related Skills & Ailments: Ignite

Flaming Soul

Consecrated Ground deals more damage (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Consecrated Ground Damage: +35% per point
  • Related Skills & Ailments: Consecrated Ground

Holy Blast

Holy Eruption deals more damage (multiplicative with other modifiers) and restore more health.

  • Max Points: 4
  • Stats:
    • Holy Eruption Damage: +25% per point
    • Holy Eruption Healing: +25% per point
  • Related Skills & Ailments: Holy Eruption

Holy Eruption

When Consecrated Ground finishes, it casts Holy Eruption, dealing fire damage to all nearby enemies and heals you and all your nearby allies for 80 health.


Holy War

While you have the Deliverance buff whenever you directly use Vengeance, Rive, or Multistrike and hit at least one enemy you regain additional mana.

  • Max Points: 1
  • Stats:
    • Mana Gain With Vengeance: 5
    • Mana Gain With Rive: 5
    • Mana Gain With Multistrike: 5
  • Related Skills & Ailments: 

Lingering Force

Consecrated Ground lasts longer.

  • Max Points: 5
  • Stats:
    • Duration: +20% per point
  • Related Skills & Ailments: Consecrated Ground

Pious Offering

Judgement now also consumes a percentage of your current mana and deals more damage (multiplicative with other modifiers) per mana consumed.

  • Max Points: 5
  • Stats:
    • Current Mana Consumed: 5% per point
    • More Damage per 1 Mana: +2%

Proclamation

Judgement deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies.

  • Max Points: 5
  • Stats:
    • Damage: +20% per point
    • Stun Chance: +20% per point

Prophesied Immolation

Judgement's melee attack cannot be dodged and deals more fire damage (multiplicative with other modifiers) based on your increased healing effectiveness.

  • Max Points: 1
  • Stats:
    • Cannot Be Dodged
    • Fire Damage per 10% Increased Healing Effectiveness: +1%

Punish

Judgement critical strikes deal more damage.

  • Max Points: 4
  • Stats:
    • Critical Multiplier: +25% per point

Purifying Flame

Judgement hits and Consecrated Ground deal more damage against ignited enemies (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Hit Damage Against Ignited Enemies: +15% per point
    • Consecrated Ground Damage Against Ignited Enemies: +30% per point
  • Related Skills & Ailments: 

Righteous Decree

Judgement also casts Smite at nearby enemies. Smite consumes mana equal to its mana cost for each cast.

  • Max Points: 4
  • Stats:
    • Smite Casts: 1 per point
    • Smite Costs Mana
  • Related Skills & Ailments: Smite

Sacred Sword

Judgement hits have a chance to ignite enemies and ignites applied by Judgement have additional Fire Penetration.

  • Max Points: 4
  • Stats:
    • Ignite Chance: +50% per point
    • Fire Penetration with Ignite: +25% per point
  • Related Skills & Ailments: Ignite

Sanctification

Judgement now pulls in enemies and slows them, but its initial hit no longer deals damage.

  • Max Points: 1
  • Stats:
    • Judgement Hit Pulls Enemies
    • Slows Enemies
    • Judgement Hit Deals No Damage
  • Related Skills & Ailments: Slow

Sanctified Serenity

Consecrated Ground has increased healing effectiveness.

  • Max Points: 4
  • Stats:
    • Consecrated Ground Healing Effectiveness: +25% per point
  • Related Skills & Ailments: Consecrated Ground

Scourgebane

Judgement hits deal more hit damage to rare and boss enemies (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Hit Damage Against Rares And Bosses: +20% per point

Swift Verdict

Judgement has a shorter cooldown and a lower mana cost.

  • Max Points: 3
  • Stats:
    • Increased Cooldown Recovery Speed: 11% per point
    • Mana Efficiency: +15% per point

Symbol of Sacrifice

Judgement consumes all of your Symbols of Hope to deal additional fire damage for each Symbol consumed.

  • Max Points: 2
  • Stats:
    • Melee Fire Damage Per Symbol: +6 per point
    • Spell Fire Damage Per Symbol: +6 per point
    • Consumes Symbols
  • Related Skills & Ailments: Symbols of Hope

Urgent Inquisition

Judgement no longer has a cooldown, but costs substantially more mana and its healing restores less health (multiplicative with other modifiers). Its mana cost now counts as mana consumed for the effect of the Pious Offering node.

  • Max Points: 1
  • Stats:
    • No Cooldown
    • Mana Cost: +50
    • Consecrated Ground Healing: -50%
  • Related Skills & Ailments: Consecrated Ground

Warrior's Tithe

Judgement's melee attack heals you and nearby allied players for each enemy it hits. This healing is affected by your increased healing effectiveness.

  • Max Points: 4
  • Stats:
    • Healing per Melee Hit: 10 per point

Holy Aura (Mastery Skill)


Against the Odds

Holy Aura grants you and your allies ward when blocking attacks.

  • Max Points: 3
  • Stats:
    • Ward Gained On Block: 7 per point

Call to Arms

Holy Aura grants you and your allies increased physical damage.

  • Max Points: 5
  • Stats:
    • Physical Damage: +10% per point

Concentration

Holy Aura's active duration lasts longer, but Holy Aura's cooldown lasts longer and its passive is disabled during its cooldown.

  • Max Points: 1
  • Stats:
    • Duration: +50%
    • Cooldown (seconds): +5
    • Holy Aura Disabled During Cooldown

Demoralizing Aura

Activating Holy Aura grants you a chance to slow surrounding enemies each second.

  • Max Points: 2
  • Stats:
    • Slow Chance When Active: 50% per point
  • Related Skills & Ailments: Slow

Expedite

Holy Aura grants you and your allies increasing throwing attack speed and a chance to gain Haste for 1 second on hit.

  • Max Points: 3
  • Stats:
    • Throwing Attack Speed: +3% per point
    • Haste Chance: +3% per point
  • Related Skills & Ailments: Haste

Extreme Zeal

Holy Aura causes you and your allies' critical strikes to deal more damage.

  • Max Points: 3
  • Stats:
    • Critical Multiplier: +5% per point

Faith

Holy Aura regenerates ward for you and nearby allies.

  • Max Points: 5
  • Stats:
    • Ward Regen Per Second: 3 per point

Faith's Reward

Holy Aura grants you and your allies a burst of ward when activated, but Holy Aura has a longer cooldown.

  • Max Points: 1
  • Stats:
    • Ward Granted On Activation: 400
    • Cooldown: +5

Fanaticism

Holy Aura grants you and your allies increased attack and cast speed.

  • Max Points: 3
  • Stats:
    • Attack Speed: +3% per point
    • Cast Speed: +3% per point

Firestorm

Holy Aura grants you and your allies increased fire and lightning damage.

  • Max Points: 5
  • Stats:
    • Increased Global Fire Damage: 10% per point
    • Increased Global Lightning Damage: 10% per point

Flame Burst

Your melee hits apply 10 stacks of Fiery Inquisition and the melee hits of other allies affected by the aura apply 1 stack. If an enemy reaches 60 stacks, the stacks are consumed to release a Flame Burst, dealing fire damage to surrounding enemies. While Holy Aura is active twice as many stacks are applied. The Flame Burst scales with the stats of the player or minion that triggers it.


Hope

When an enemy dies in Holy Aura's area of effect, there is a chance it spawns a Health Globe, healing for 70 health.

  • Max Points: 1
  • Stats:
    • Health Globe Chance: 12%
  • Related Skills & Ailments: Health Orb

Improved Flame Burst

If you are the one to get the final hit to unleash Flame Burst on an enemy, it deals significantly more damage (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Flame Burst Damage: +50% per point
  • Related Skills & Ailments: Holy Aura Flame Burst

Inner Flame

Your melee hits apply an additional stack of Fiery Inquisition and if you are the one to get the final hit to unleash Flame Burst on an enemy, it deals damage in an increased area.

  • Max Points: 2
  • Stats:
    • Stacks on Melee Hit: +1 per point
    • Flame Burst Area: +25% per point
  • Related Skills & Ailments: Holy Aura Flame Burst

Might Shield

Holy Aura grants you and your allies additional block effectiveness and health when blocking attacks.

  • Max Points: 4
  • Stats:
    • Block Effectiveness: +30 per point
    • Health Gained On Block: 2 per point

Purification

Holy Aura grants you and your allies additional poison resistance. Activating Holy Aura cleanses ailments for you and your allies.

  • Max Points: 1
  • Stats:
    • Poison Resistance: +20%
    • Cleanses Ailments

Rahyeh's Devotion

Holy Aura grants you and your allies a chance to ignite and electrify enemies.

  • Max Points: 3
  • Stats:
    • Ignite Chance: +5% per point
    • Electrify Chance: +5% per point
  • Related Skills & Ailments: 

Rahyeh's Fury

Holy Aura causes you and your allies to penetrate enemy fire and lightning resistance.

  • Max Points: 2
  • Stats:
    • Fire Penetration: +5% per point
    • Lightning Penetration: +5% per point

Redemption

Holy Aura grants you and your allies increased healing effectiveness.

  • Max Points: 4
  • Stats:
    • Increased Healing: +10% per point

Shelter from the Storm

Holy Aura grants you and your allies additional elemental resistance and endurance threshold.

  • Max Points: 5
  • Stats:
    • Elemental Resistance: +5% per point
    • Endurance: +3% per point

Shielded by Faith

Holy Aura grants you and your allies increased ward retention.

  • Max Points: 4
  • Stats:
    • Ward Retention: +5% per point

Strength From Afar

Holy Aura grants you and your allies increased throwing attack damage and increased stun chance with throwing attacks.

  • Max Points: 4
  • Stats:
    • Throwing Attack Damage: +12% per point
    • Increased Throwing Attack Stun Chance: +12% per point

Swiftness

Holy Aura grants you and your allies additional dodge chance.

  • Max Points: 3
  • Stats:
    • Dodge Rating: +20 per point

True Strike

Holy Aura grants you and your allies increased critical strike chance.

  • Max Points: 4
  • Stats:
    • Increased Crit Chance: 10% per point

Vital Boon

Holy Aura grants you and your allies increased health regeneration.

  • Max Points: 4
  • Stats:
    • Health Regen: +10% per point