The Shield Charge Paladin build converts Shield Charge from a cooldown skill into a spammable Core Skill via Relentless Charge, then uses a 'Hits Are Blocks' upgrade so every cast counts as a Block, triggering a Retribution Thorns explosion on every single hit rather than on a timer.
This is a structurally different uptime solution from a cooldown-reduction stack: instead of shortening a timer, the build removes the timer-gated mechanic from the loop altogether by re-categorizing the skill, then layers a per-hit proc (Retribution) on top so damage output scales with attack speed/frequency rather than cooldown availability.
Once a skill is reclassified as a Core (resource-gated) rather than Cooldown-gated ability, its uptime ceiling shifts from 'how much CDR do I have' to 'how fast can I spend resource and attack,' which is a much higher and more controllable ceiling for a build already optimizing Attack Speed/Block Chance.
When a build offers a mod that converts a Cooldown skill into a Core/Basic skill, evaluate it against stacking more CDR on the original version - the conversion often produces a strictly higher uptime ceiling.
uptime loopLikelyPaladin
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