It seems nobody is working on this archetype, so here’s a mini-guide to the Mind's spec trees.
Be sure to check Cradock's guide on the first page as a full updated guide for the Mind AT is better left to more experienced folks than myself.
Keep in mind that while you can get a decent crit chance from gear and mods, +crit and +heal bonuses are competing for the same slots. With heal bonuses being so massive, the Mind is better off using +heal and ignoring crits entirely, and that's why I suggest you ignore some pretty good but crit related advantages.
Slash (like 2 pts. skill x/2 pts skill y) means there's a fair choice between the listed skills.
PRESENCE- 1st tier: 3 repurpose, 2 selfless ally, 1 grandeur (4 pts in 2nd tier)
repurpose: not bad since you will get a bit of offense from gear anyway; get it unless you really want something else.
selfless ally: heals a portion of the damage healed to others. This is very handy for team content.
dominion: sounds good but is probably useless given how holds work (I heard + hold strenght only buffs the duration of holds and not their hp; more info here would be greatly appreciated
)
grandeur: presence grants +offense. Not bad, pick this if selfless ally isn’t your thing or if you want more dps for solo/pvp.
PRESENCE- 2nd tier: 2 force of will/2 moment of glory, 2 vulnerability
brilliance: gives an additional heal over time when your heals crit. Move along.
moment of glory: secondary super stats increase your critical rating. Pick it if you don't like force of will.
force of will: secondary superstats increase defense. Nice.
vulnerability: holds and sleeps debuff damage resistance by a significant amount, works on hold immune targets too. Very good.
SENTINEL 1st tier: 3 caregiver, 3 sentinel aura (4 pts in the 2nd tier)
torment: increases hold duration. I don’t think it affects the hold hp, and there are better choices in the tier anyway.
eternal spring: nice but crit based, move along.
caregiver: increases the power of heals and shields directed to teammates. A significant buff to the things you should be doing most of the time. Get it unless you want a solo or pvp focused mind.
sentinel aura: heals you and your whole team every 3 seconds; the base heal is pretty significant and scales with all healing bonuses.
Slap on some +heal gear and enjoy massive health regeneration for the whole team. Don’t miss out on this one, it’s great even for solo and pvp! EDIT: no longer THAT powerful after the well deserved nerf but still good. Definitely a good choice. Oh, and don't forget heal gear ;D
SENTINEL 2nd tier: 2 moment of need, 2 genesis
moment of need: buffs the chance to get a heal crit. Pick it if you don't feel like waiting for wither to get fixed.
rejuvenated: heal over time powers give energy return. Empathic healing is basically cost free in support role so skip this one.
wither: all holds apply a resistance debuff. Not working at the moment.
genesis: significantly reduces the cost of heals, holds and shields. More bubbles = good. Get it.
SENTRY 1st tier: 3 fortified gear, 3 precise, 2 or 3 sentry aura
fortified gear: more defense from gear. Nice.
twist fate: energy builder ticks stack +dodge and+crit chance buffs. No thanks.
precise: buffs heals and shields on others, as well as single target attacks. Best pick in the tier if want team support.
sentry aura: a mini- Aura of radiant protection. It’s nice but I think it suffers from diminishing returns when stacked on top of its big sister (confirmation needed). The second tier isn’t very useful though, so you may want to pick it anyway.
SENTRY 2nd tier: 1 or 2 stalling tactics
fortify: crit based. Move along.
stalling tactics: stuns/sleeps/snares last longer. I don't think it affects hold hp.
persevere: heals the team for a percentage of the damage you take.
reinforced: very nice but also crit based. You guessed it, move along.
MASTERY: either sentinel or sentry, both are really good. Solo and pvp folks will definitely want sentry.
presence mastery: +heal on shielded targets; active heals will also proc a shield for a total 10% of the heal. Unfortunately the shield's hp depend on the heal
per tick of your active heals, meaning it won’t work well with empathic healing; it should work well with psionic healing instead, although no one picks it over EH (and for very good reasons).
sentinel mastery: allies attacking a held target are healed for 2% of their health. I think it also works on hold immune enemies like bosses. Very useful for team support.
sentry mastery: any enemy that brings your health bar below 50% is stunned, even if he’s normally immune to crowd control. This can only happen once in a minute. Pretty good as it can give you the time to cast mindful reinforcement in pvp or when fighting big bosses.
One last thing: vulnerability and sentinel mastery are activated by holds. Use ego sleep as often as possible to debuff your enemies, as it has a short activation time and can be charged for an AoE. It also debuffs damage by 10% with disorient, plus another 10% with the fear effect from the plagued by nightmares advantage. End result is a -20% to both damage and damage resistance to all mobs you caught in the AoE. Pretty sweet even without sentry mastery and with wither bugged.
All suggestion are welcome. This is my first guide so be mercyful if needed