This is a flexible mid-late build for solo and group play. If you're running dailies you can have DPS pretending to be Healers or Tanks, which you'd run as Solo even though it sacrifices damage, but things die reasonably easy anyways. Randoms often take their role seriously in Veteran activities.
The sets are flexible, but Azureblight/Macabre has strong capability to clear groups of trash while doing passable boss damage. But Pillar of Nirn (DPS), Blood Drinker's or Morag Tong (DPS), and Briarheart (Defense) can also be swapped in an out.
Your set combo depends on your preferred damage type, in my opinion, there's a case for either.
Two piece Monster set can be Selene's (DPS) and is flexible with Iceheart (Defense) or Zaan (DPS). You can make one piece light if you need more sustain over damage, but that hasn't been a problem for me.
Carve (Defense) is swappable for either Executioner (DPS, in which case you'd swap Poison Injection for Acid Spray for more AoE) or use dual daggers, Blood Craze (Defense)/Rending Slashes (DPS).
While Ice Fortress (Defense) is swappable for Barbed Trap (DPS). Obviously, don't pair Rending Slashes with Barbed trap.
In the current build, Carve is the spammable and you always want Subterranean assault going as much as possible. Upkeeping the other abilities is easy if you know how to swap cancel.
For endgame, you shouldn't need to worry about survivability as much when grouped, something's gone very wrong if you do.
Trial set's are obviously either Ansuul's Torment or Arm's of Relequen.
Mythics are Velothi Ur, Wading Kilt, or Death Dealer's. In which case you'd drop the 2-piece monster set and use Slimecraw for the 1-piece or pick up Thunderous Volley.