I found these 2 classes easiest to play. I'm not sure about if it is most efficient or not but with both I focused on instinct and piercing. This gave the most damage for me. Depending on how you play you may want to change what I have a bit but heres my build for both.(I havn't played zones 6 or 7 yet, my computer deletes my files when it is turned off)
Psychological lots of lightning piercing max out all of what I'm listing and if it is at the bottom of a tree only fill the upper portions of it with ones, also some respecing is involved because you cannot access most of it until the latter portion of Zone 2 -shock therapy -high voltage -electrical storm -wraith form -charged blood -tenacity -haunt
haunt I only used for the baron just to sap his focus after that I respeced for other abilities
shock therapy will be your main attack because of the damage it is capable of if you have high instict.
get charged blood quickly because it will increase your piercing thus making you hit much harder and crit commonly.
tenacity is good for your survivability but save it for last because it takes many points to get to it.
electrical storm is your focus refresh so if you add high voltage before use it will increase damage to a decent amount.
Wraith form is important because of the focus regain in the begining and the damage increase, the speed isn't important but allows you to attack faster.
I set up my abilities as follows: -shock therapy(3) -wraith form -high voltage(2) -haunt(1 high voltage) -electrical storm(2)
I have a pattern I followed that is reusable infinitely: shock therapy shock therapy shock therapy wraith form shock therapy shock therapy shock therapy high voltage high voltage electrical storm electrical storm
repeat indefinitely you will never run out of focus.
with this it won't be uncommon to 2-shot foes twords Zone 5.
Hydraulic basicaly the same as psychological lots of instinct and ice piercing again max out everything -hypothermia -mind freeze -flash freeze -regulate -crystal ice -cold neurology -gaurdian form -stiff upper lip
flash freeze will be an opener to keep an opponent locked out of combat.
mind freeze will be used as a substitute for flash freeze while it is on cool down but max flash freeze first.
hypothermia is the main attack and the DoT (damage over time) is a bonus and do not worry about strength max this right after the first fight, you will have enough starting ability points to do this.
regulate is like haunt and will only be needed for the baron.
cold neurlogy will toughen your survivability and dont worry about focus, you dont need it in the first place.
gaurdian form is for when you're getting into a tight situation to give a quick boost.
crystal ice is your piercing booster and is important after you get the previous.
finally, stiff upper lip is like icing on the survivability and should be saved for last.
my set up was this: -hypothermia(2) -flash freeze(2) -gaurdian form -mind freeze(2) -hyothermia
there is no real cycle to use other than keep nwanted enemies locked and use hypothermia as your main attack, hydraulic doesn't do as much damage but there is no need of focus ever because everything is absoulutely free so you cant be silenced either. I personally let Roald and Veradux burn down the weaker enemies and locked up and burned the tougher ones.
remember I haven't played Zones 6 or 7 and have yet to complete heroic yet, but this is what I have built.
As psycho i just prefer to max out shock therapy and electrical storm, and free will and retrograde are just in there to control fights, the damage dealing rotation is simple for me, its only shock therapy shock therapy shock therapy electrical storm repeat I should try playing this type on heroic with free will and retrograde, just because free will is amazing when you rank it up and retrograde saved me more times than i could count when my other team members were down, it worked really well, great for solo play where if the enemy uses a bunch of abilities for one huge hit like Aim for the heart, just retrograde yourself and you go to full health in one shot, and yes salvation is very good to apply to veradux, i would reccomend getting it early if your going for legend, because some fights require a huge amount of healing, and people like to focus veradux in my games, as for hydraulic, hot blooded all the way, I played my first heroic game (not legend) as hot blooded, and put points into restore in ice wall as control abilities, which got me through the game without a problem, because you could icewall yourself and heal for all of your health easily if you need to, and then you have a lot of damage from the hot blooded build.
Due to the lack of interest in my hydraulic build, I have decided to make a more damage based guilde for hydraulic, again it is most likely not perfect but can work.
this is a strength and Dot damage based build with massive damage that is sustainable.
in the talents, apply as follows -impair -regulate -hot blooded -wreck -wreck -wreck -wreck -regulate -regulate -decimate -decimate -decimate -decimate -lasting pain -lasting pain -lasting pain -lasting pain -warm neurology -warm neurology -warm neurology -warm neurology -avenger form -subversion
place all att points in strength
for the action bar apply -(2)Wreck -(2)Decimate -avenger form -subversion -regulate -slam
attack pattern is -avenger form -decimate -decimate -wreck -wreck -regulate -decimate -decimate -wreck -wreck -decimate -decimate repeat
this keeps up your focus to maximum which maxes out your possible damage when using wreck and decimate, your main attacks
wreck is good because it's chance to apply severe injury and do an extra 80% of your strength as damage
decimate is better because you do almost as much damage as wreck and apply a 6 turn Dot (damage over time) that can be applied several times that will do 45% strength as damage each turn plus another 120% each with lasting pain
please reply with comments on this guide and also, hypothermia is better than frost because it has the Dot and applies a speed debuff that is only slightly lower than frost's
I made a slight mistake, i thought the cool down for decimate and wreck were 3, not 4. in between the using wreck and decimate (when doing decimate (2) wreck (2)) use impair, this will give a bonus to damage and allow the chain to continue, and apply impair rather than slam in the action menu.
this is probably annoying that i keep updating this, but it is for the betterment of the guide. Demolish is another good attack and significantly increases you damage by increasing strength by 125%. this i believe should be applied over wreck or regulate if you think you can kill the enemy fast an subversion if you want to use it twice. or you could remove one wreck and regulae, that is also a combination that leaes subversion remaining and giving 2 demolishes.
Again, feel free to post comments of how the builds work out for you, or any improvements you may find. I may try to make a shadow psychological build next.