You made it to level 92, so the build works mostly. Once you start increasing corruption, the added health and damage to enemies can scale quickly. The good thing is that I can recommend some changes that might help.
First is that I would move some of the points in the Sentinel passive tree around. The +1 physical damage node (Overwhelm) can be nice to have, but it’s hardly essential. Much more important in a shield build would be a point in Stalwart (+3% block) and some investment in Aegis of Renewal (25% chance of 10 HP on block, up to 50). Consider putting a point in the Forge Guard tree - Steel Aegis (+2% block). You don’t need to put more than 30 points in Sentinel overall unless there’s a good reason. Mastery points are usually better.
You have a lot of investment into spell damage with shield. That is currently only affecting Judgement. Rive and Shield Rush get no benefit from those nodes. Also, there is a lot of investment into physical damage and fire damage at the same time. It would be better to focus on one type if possible. I would recommend fire damage, as Paladin supports it better. Rive is primarily physical, but with your weapon, you’re already doing half fire damage with Rive. You could change the nodes on Holy Aura to support fire damage, and your overall numbers should stay the same for Rive or even increase slightly. Fire damage will also up the damage dramatically on Judgement, which seems like a major source of your damage.
I would also decide whether you want to focus critical hits for only the third Rive strike or increase your critical chance overall. I tend to focus on critical hits for every attack where possible, but that’s just my playstyle. If you’re interested in going that route, consider running the Lightless Arbor dungeon (tier 2 or 3 is perfectly fine) to farm the Peak of the Mountain helmet.
If you’re going for big Judgement hits over Consecrated Ground effects, consider reallocating the points into more damage for Judgement. If you can ignite the target before using Judgement, that can increase your crit chance and damage.
I can’t speak on Shield Rush, though a lot of players use it. I’m more of a Void Cleave (converted to fire) type myself when playing Paladin.
Finally, I have an unorthodox suggestion for Sigils of Hope. I think that the skill costs way too much mana, especially if you’re not using Volatile Reversal to get it back. At the same time, you have a lot of spell damage with shield allocated, which does work with Judgement. You could consider Smite instead of Sigils. The left side of Smite has nodes that grant extra melee fire damage and attack/cast speed for 4 seconds after casting. Smite doesn’t have all of the benefits of Sigils of course, but it only costs 3 mana per cast.
You don’t need more than 100% crit avoidance, and you should definitely get more HP. Otherwise, you’ve got most of the bases covered. Good luck out there, traveler.