Don't get me wrong, as a 6 year player of World of Warcraft, I understand min/maxing, and not only it's importance in "hardcore" playing, but also the general tendency of most people to want to play to the best of their potential, which requires, of course, a great spec (and rotation, in many cases). But the one thing that's so amazing, and so revolutionary about Rift, is that the sheer variety of possible specs and the incredible versatility of role mixing, is that it's almost impossible to min max. I'm sure if you want to be a pure dps, pure healer, or pure tank, there probably is a maximum potential build, and as is usually the case, it probably depends on what you're tanking, healing, or dpsing. But if anything, this game would seem to encourage the majority of players not to do that. For instance, a chloromancer mage can be incredibly useful in terms of healing, and while even with a number of points in pyromancer, if he's helping support that group/raid, he's probably not at the top of the dps meters. But I sure wouldn't turn down a chloromancer/pyromancer, because the damage and utility would both be great. Assuming of course the player wasn't bad. But chloromancer/pyromancer isn't something you're likely to see around too much, because it doesn't min/max a singular role. What it is, though, is incredibly creative, and that creativity ought to be a welcome change, both to the group that employs it, and the player that, for the first time in many MMO's, didn't have spec a set of talents proven to be most effective. They're effective at what they creatively decided to do, and what they can do isn't predefined in their calling. Rogues that can tank, clerics in chain that can throw out high melee damage, high caster damage, or actually heal effectively, mages that can heal, the possibilities seem endless. And the incredible amount of variety within calling doesn't lend itself to min/maxing, because the combos, and what those combos can and are meant to achieve, are too variable to max with any certainty, assuming you even know what you want to max in terms of your role.
So what I'm saying is, why is everyone asking what the "best max potential" build is, when for the first time in MMO history, you can be creative AND effective. What if you can make something "strange" work? Why not try it? That's what, in my opinion, makes this game a real competitor to warcraft. We finally don't have devs deciding if mages should be damage or utitility, if hunters should be survivable or fragile. You get to decide. We're finally out of the box, so why is everyone asking to be put back in one?