Cleric’s set of Dwayna with a Cleric’s Staff (masterwork is enough for me so far); Carrion set of XYZ with Carrion S/D and Carrion Staff of XYZ is for a swap if you really need to go more DPS (those are my exotics, as i’m running Carrions for W3 as well); my jewelry is a mixture of Knight/Cleric.
I focus on cc and throwing in combo fields, as well as outright heals (the Rain is imba with high healing power, though i’m not really sure it’s worth running Cleric’s stuff anymore, currently testing using only Cleric’s Staff with Carrion armor… but the rune sets make a difference and i’m not running Dwayna runes in my W3 armor, and that extra toughness is nice…), providing DPS in the meantime but not trying to be the main damager of the team, unless the fight requires swapping onto fast-killing machines – going S/D to stack 15x might on the whole party on my own becomes handy.
In regard to traits, i’m running 0/20/20/20/10, but that’s a setup i find the most versatile and useful for a pure PvX player who enjoys each part of the game, be it event running, dungeons or W3 (ofc sPvP is a totally another matter, obviously). I’m using 20 in air solely for Inscription as this lets me get perma swiftness and it’s a simple convenience for me (running between events or after death in W3 is so much less painful!), but if you don’t mind not having swiftness up all the time (or getting it with a bit more pain in thekitten using a staff), i suggest going 0/10/20/20/20.
With 10 arcana, i have 13s resue on an attunement and it’s just enough to get back onto some of the attunements for recharged skills; being able to fully cycle every <10s isn’t really helpful if your skills are still on cooldown, so going 30 arcana is a bit of overkill imho, and the major traits found there are not THAT useful.
For utilities, i’m using a mixture of glyphs (heal, elems) and arcane (shield! wave for blast finisher in the rain/geyser), and i can put both of those as well as most of my weapon skills on shorter cooldown using major traits, and this is what’s most important imho – you can dish more damage and, more important, more cc if you can use your skills more frequently.
Of course i’m swapping them as the fight requires, though i barely ever use cantrips or summoned weapons, but that’s my default setup.
So far i’ve done all routes of AC, first route of CM, all routes of TA, one route of CoF and, of course, all dungeons in story mode.
I died the least in my party, each time (got downed pretty often if i went on S/D and really wanted to pull Churning Earth off, but that’s just my unnecessary risk – but Vapor Form rules in dungeons), using the combination of staff’s range and more tanky stats setup. Even at the collectors part in one of the AC routes (with the asura), i was able to tank one side on my own and never died while my guildies ran into some survival issues.
In explorable dungeons, i think that more tanky builds with focusing on cc are the way to go, as you lose out on DPS much more when you are downed/dead all the time rather than when you have some less power. Tanky builds can also carry the team if everyone else has died and is running back from wp, which can be really far away, while you’re keeping the boss from regenerating hp, just running around and kiting.
Keep in mind that you can have only one ‘stack sigil’ (Bloodlust, Corruption, Precision, Luck), in either weapon – but if you insert Bloodlust and Precision, only one will work and it’s quite random (whichever procs first – random again).
I have no issues with offhand sigils, but then i’m using stacking+on-kill sigils mostly, but i never noticed any problems with on-kill+on-crit either.
i feel ashamed for having that guy in the guild. fixed now, thanks Duece.