Stats:
This patch changed the whole stats system:
Offensive:
Profiency Adds % to damage and healing. The first choice to empower a character. Most usefull for a dps.
Determination Stacks to add % to damage in combat every time a character takes damage.This effect works as long as the character receives damage.Useless for end game as dps.
Brutality Gradually increases damage/healing in combat depending on the HP of the target. The lower the HP is, the higher damage/healing the character will deal. Usefull for dps/heal for all classes. (mages will benefit more from it tho)
Anger Gradually reduces target's healing in combat. Is like the old rage, adds wound complexity to your target.
Defensive:
Vitality Adds % to HP. Should be kept as high as possible, tho not very important as dps.
Willpower Grants resistance to control effects. Gives temporary immunity to control effects if they are applied too often. I dont see much benefit from it at this time, procs hard and barely gives 1-2 sec of immunity, need to test this stats after leggy gear.
Bloodlust A character restores their HP by dealing damage to enemies. Works quite good especially in pvp, heals you thru doing damage, at 35 is aound 14% of damage dealt, so you dont have to bother to heal if you're not targeted.
Tenacity Adds % to healing. Works in the opposite manner to ANGER. Useless as dps.
Special stats:
Luck Gives a chance to deal 100% more damage or healing. Everyone starts with 5% crit chance, cant add stats into this anymore, some classes have luck rubies, summoner doesn't have but has crit rubies for skills.
Faith Increases the mana pool. Should be as high as possible, main weapon influences it, for dps 2h is better while in pvp 1h/offhand are preferable, still summoner is a big mana eater so it easier to live with 2h.
Im using all points into Prof for better constant damage, sustained by brutality/bloodlust and profiency/vitality gear for end game
for astral gear (green)i recommend having around 50-60 profiency, 30-40 brutality, 30-40 bloodlust, a bit of Determination like 2-3 for cases when you take damage to be able to heal faster.
This patch has a major rework in stats, but for a dps all that matter are profiency,brutality and luck.
Luck can only be obtained by Elixirs in Cash shop or Relics that drop in Tep piramide and Eclipse raid.
Reincarnation:
Healer for Divine foresight

- heals when hp drops under 35% - 3 min cd
Holy Shield

- Surrounds you with a holy shield that absorbs X damage for 6 seconds and dispels most control effects. 5 min cd
Warden for Bee Swarm

- Inflicts periodic damage and disorients the enemy for 5 seconds.1 min 35s cd. Useful for pvp.
Natural Balance

- the character appeals to the forces of nature and evenly distributes the health pool of the group, losing 10% overall health. All targets receive the effect “Sustainable Balance”, preventing them from using this skill for 90 seconds. 3 min cd
Mage for Flash

- the character instantly moves forward for 25 meters. Any obstacles encountered on the way will interrupt the movement. 40 sec cd
Barriers

- the character learns the abilities “Stone Barrier” and “Elemental Shield“. 45 sec cd
I used Telekinetic pull till patch for dps but since it got a 3 target max limit is not as much a live saver as before.(even tho tooltip seems brokes atm saying "all targets")
Professions: i started with Alchemy because i wanted to be able to make my own amalgam, but if you start as a new char is better to take Tailor, make your own armor and slowly getting 25k reputation ( tailoring is way cheaper now and you get mats from mobs) so you get 2nd profession wich should be Alchemy (is uses herbs that need to be gathered, is way easier if you can afford to buy a pet and Herbs&Roots manual, then all you need to do is run thru maps and the pets gets you lot of herbs).