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Your base stats are higher but some other things are significantly nerfed. In particular sustain is IMHO over-nerfed. The health and resistances changes seem to have the effect that non tanks are stronger against single damage sources (due to the extra HP), and far squishier against multiple targets (due to lower resistances). With the right resists in the CP tree tanks appear to be even stronger than before.
There are some fairly generic standard setups on the internet, but the main things seem to be to stuff the full 50 into rejuvenation and slot it to work around the sustain over-nerf and if you are using heavier armour then due to the changes that make heavy armour really slow moving to also slot a load in the steed slottable in crafting otherwise your tank will arrive about a week after the boss fight starts.
No changes in the finder but some elitists will now demand much higher CP for stuff like vet trials.
Start with the orbs that are dim, those will be active at all times. Pick the 4 bright orbs that you need/want for your build, you may need to play around a bit to get the feel for each character. I do know that there are differences between PVE, dungeons and trials. That being said, it`s because of the new CP system that the lower CP gamers have less so the group is not as powerful as it was before the changes.