For some games I've enjoyed (Torchlight, Dragon Age: Origins) I do look up other people's builds for inspiration. But in generally it's something I genuinely hate about WRPGs, and one of the reasons I'll happily defend the RPG credibility of "dumbed down" games like Dragon Age 2, Skyrim and the Mass Effect series.
I don't mind having to look the odd thing up to try and clarify an ambiguous tooltip or to work out whether something I want to choose will work as I intend, but if your game has become so complicated that a first time player cannot judge for themselves what is an effective choice for their character build, I think you're doing something wrong.
There's choice, and then there's maths. Meaningful choice comes from a game incorporating a range of different playstyles, putting in a range of choices which intuitively benefit each of those playstyles, and making just enough of those choices useful that a player will have to choose what elements can sacrificed in order to refine a character who plays how they want.
Giving a choice between 7 different types of vague mechanical advantage which might ultimately lead to dealing slightly more damage is just setting a maths exercise.
This isn't about difficulty or dumbing down either. You can reward clever tactics or thinking about character design without making it overly complex. Heck, I'm a sucker for replaying RPGs and working up the difficulty levels, I just don't think it should be so complicated that you can't already be thinking about that stuff on your first play-through.
Some people might have a different level of engagement. I accept that. However, given recent trends in RPG design, I don't think they're as common as they like to think.