Level 1
Templar's Verdict: Quest: Damage enemies with the passive damage from Judgement.
Reward: After dealing
500 damage, Judgement deals
50 additional damage and costs
30 less Mana.
Reward: After dealing
1000 damage, healing allied Heroes with Light of Dawn increases the damage of the next Judgement by
10% per Hero.
Reward: After dealing
750 damage to enemy Heroes, Judgement increases Basic Attack damage by an additional
10%.
Fire From the Heavens: 0.75 seconds after using Judgement a fireball lands where Judgement was cast, dealing
100 damage in an area.
Brink of Death: Repeatable Quest: Heal allied Heroes with the max healing from Light of Dawn.
Reward: Each allied healed for the max amount increases the max healing from Light of Dawn by
25.
Level 4
Blade of Justice: After using Judgement, Yrel's next Basic Attack will have her charge to the target and deal an additional
70 damage.
Divine Protection: Dealing damage can increase the Armor from Devotion Aura by an additional
5 Armor.
Endless Devotion: Devotion Aura now always grants
10 Armor, but the Armor can't be increased by dealing damage.
Cavalier: Yrel moves
5% faster when mounted. For
3 seconds after dismounting, her healing and damage is increased by
10%.
Level 7
Flowing Light: Light of Dawn's range and arc is increased by
20%.
Inspiring Leader: Each allied Hero affected by Devotion Aura deals
1% increased damage. Each allied Hero in the aura increases the damage boost by
2%.
Hand of the Protector: Light of Dawn's increased healing triggers when the ally is below
65% and
45% Health.
Argent March: Judgement increases Yrel's movement speed by
20% for
5 seconds.
Level 10
Consecration
Lay on Hands
Divine Bulwark
Level 13
Blessing of Sacrifice: Activate to bless an allied Hero, transferring
50% of the damage they take within the next
10 seconds to Yrel. Yrel gains
15 Armor while this is active.
Blessing of Kings: Activate to bless an allied Hero, granting them a
150 point shield for
7 seconds. While the shield is active their Basic Attack damage is increased by
20%.
Blessing of Wisdom: Activate to bless an allied Hero, making them regenerate
1% of their maximum Health and Mana every second for
10 seconds.
Level 16
Blinding Light: Light of Dawn blinds enemies for
2.5 seconds.
Holy Wrath: While below
35% Health Yrel's Basic Attacks deal
50% more damage and heals her for
75% of the damage dealt.
Shield of Vengeance: After the Armor from Shield of the Righteous expires naturally, Yrel deals
10 damage to all nearby enemies. This damage is increased based on the amount of damage blocked by the Armor.
Level 20
Holy Ground: Allies move and attack
30% faster, and regenerate
20 Health per second while standing in the field created by Consecration. Also increases the size of the field by
20%.
Divine Purpose: The ally affected by Lay on Hands gains
30 Armor and deals
20% increased damage.
Unbreakable Sprit: The Armor from Divine Bulwark now fades over
10 seconds.
Aura mastery: Quest: Buff allies with Devotion Aura for a total of
600 seconds (includes time already spent buffing them). Multiple allies provide additional time.
Reward: Devotion Aura has
100% increased range, and the base version of Devotion Aura has global range.
Words of Glory: Blessing now has
2 Charges, and Yrel heals herself for
10% of her maximum Health whenever she uses one.
I dont like the heroics however. Varian has 3 heroics that play off his already solid base kit. No matter what spec I pick as varian, the core of my character is still charging in the fray, lions mawing enemies to slow/catch/poke/kite, and parrying to mitigate damage. Each of Yrels ults are drastically different from one another and make almost an entirely new hero instead of building up what is already there depending on what you pick. I go from either a backline support to a frontline meat shield.
Another note, this seems like a forced mutliclass role. I mean, Uther is a holy paladin who is tanky. That doesnt mean he needs to be a multiclass support/tank hybrid. This seems like trying to cram as much of the WoW paladin class into one character just for the sake of it. I would much rather you focus on one direction with it than than making her do everything. Make her a Retribtuion paladin with some off healing potential. Thats unique, new and, and doesnt cram too much at one time. Or maybe do the same except protection.
Biased feedback now. I dont like Yrel. In fact I hate her. Her character was a quick and cheap appeal in WoD because A. Female B. Draenei. Her story was rushed and cut so hard, she went from literal mine slave to the highest rank of her people in the span of one patch. If you really wanted any paladin concept, or even a multiclass concept, there are tons of paladins who are way more pivotal to the story than Yrel (who 9/10 we wont see ever again because she'll be another forgotten character stuck on old Draenor. Turalyon, Lady Liadrin, Maraad, and more. Again, Biased feedback, just my personal opinion.
If I change my focus to Retribution Paladin with heals, should I change any of her other abilities? Also, what would her role be? Support, Assassin or Multiclass? I'm not that big a fan of the Heroics either. Her current playstyle is a slow-moving Bruiser with powerful auras, aoe heals and powerful Basic Attacks. Not really sure what types of Heroics she should have right now...