The Builds
I believe that the Summoner is that type of class that can be adjusted for each and every player. There are few necessary Talents and Rubies that need to be taken in each situation, but sometimes, it all comes down to preferences.
In a Heal/Support Build, do you have every healing related talent point and ruby? Why not take some extra defence measurement? Less mana consumption? Or maybe help with increasing DoT damage, the choice is all yours.
This is an example of a healing PvE Build using 72 Talent Points and 62 Rubies.
You can change this the way you seem fit in your situation and adjust it according to the number of Talent Points and Rubies you own.
• Your party has enough CCs (Crowd Control)? Then don’t take Debilitating Plague Ruby (located in the Poisons Talent Grid)
• I consider that my mana is not enough, especially in long fights such as Raid Bosses, so I always take Desecration Rubies (located in the Acid Talent Grid).
• My Lurker Pet rarely dies in Astral, but sometimes it happens and I always have the Summoning Mastery rubies handy (located in the Acid Talent Grid). If you think you will take good care of your minion and since most of the times it is not affected by a wide range of AoE attacks from Raid or Astral Bosses, feel free to skip them.
• Do not skip Shadowy Reach rubies (located in the Acid Talent Grid) as they are essential in a Healer’s Kit – it helps you dispel any kind of negative magic effect.
This is an example of a DPS Build in PvP, using 72 Talent Points and 62 Rubies.
Now it can be changed according to one’s needs, just ask yourself what you need more.
More mana, more DPS, feeling like Heals aren’t enough? Adjust accordingly. It is important to maximize a certain ability of the Summoner.
You can’t have every Ruby unfortunately.
Finally, it’s best not to do things half assed like taking 2/3 rubies there, 1/3 rubies over here and 2/3 rubies over there. This is NOT a good thing to practice if you want good results.