16 Sword
13 Strength
Flail
"For Great Justice!"
Standing Slash
Silverwing Slash
Galrath Slash
Sun & Moon Slash
Dragon Slash (E)
Enraging Charge
The important skills here are Enraging Charge and "For Great Justice!", closely followed by Dragon Slash and Sun & Moon Slash.
Hit Enraging Charge to engage the enemy.
At strength 13 this should net you 4 strikes of adrenaline when you hit.
Just before you hit the enemy, activate "FGJ!".
This means that the first hit you land generates 6 strikes of adrenaline, enough to activate Flail and Standing Slash.
After landing those 2, Silverwing, Galrath, Sun & Moon and Dragon Slash should all be ready to roll. When you get to the end, rinse and repeat until "FGJ!" runs out, then go up and down the bar using Sun & Moon to generate 2 strikes a time and Dragon Slash to generate another 5.
When your target's dead, activate Enraging Charge to cancel flail and start it all over again

Yes, I know there's no res in this build, but warriors should be concentrating on hitting things anyway.
The kit I use for this build is as follows:
Elemental 15/-5e, +5AL Sword as long as there is no DP
Elemental 15^50, +5AL Sword if DP is a factor
+30HP always, -2 in stance shield
Sentinel's armour
Things die quickly with this build

Getting a hero or buddy to bring a stance-breaker is a good idea, otherwise the demon of "evade" rears it's ugly head.
If you really must have a res or some other utility in there, drop either Silverwing or Galrath Slash.
Otherwise, happy slashing!