Falling Spider : Must strike a knocked-down foe. If it hits, Falling Spider strikes for +34 damage and target foe is Poisoned for 19 seconds
Twisting Fangs : Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +19 damage and struck foe suffers from Bleeding and Deep Wound for 19 seconds.
Golden Phoenix Strike : If you are not under the effects of an Enchantment, this skill misses. If it hits, Golden Phoenix Strike deals +29 damage
Critical Strike : Must follow an off-hand attack. If it hits, this attack strikes for +29 damage and results in a critical hit.
Way of Perfection : For 28 seconds, when ever you successfully make a critical hit you gain 28 health.
Shadow Refuge : For 4 seconds, you gain 9 Health regeneration. When Shadow Refuge ends, you gain 64 Health if you are attacking.
Rez Signet
Dagger Mastery 14
Critical Strikes 14
Shadow Arts 11
+30hp daggers, superior vigor rune, superior dagger mastery rune, superior critical strikes rune (410 hp)
I’ve been endlessly tweaking my A/W build since factions came out and have finally settled on this build which actually works pretty well for PvP and PvE, the only downside is no teleport skills but in PvE you can probably lose the sig and stick one in there.
An attack works as follows.
Cast Way of Perfection and run in to whack your target a few times to see if they have any block/evade skills and to let them use any interupts then continue with the combo thus :-
Golden Phoenix Strike followed by Critical Strike.
Way of Perfection will ensure GPS hits (if WOP gets rended just cast SR) and Critical Strike is the doody. If it hits it will do (in my build) 56 damage, heal you for 56 and give you back 6 energy, a fantastic return on one skill slot. GPS recharges over 8 and CS over 6 so it’s quite spammable and I hardly ever run out of energy so I can spam SR whenever I need.
If it’s all going well the next combo is :-
Shove, Falling spider, Twisting Fangs probably a fairly standard attack but when attacking warriors their adrenaline builds up pretty quick when an Ass is on them, so I tend to save the Shove for a slow skill they may be attempting to use after a few seconds attacking. It’s a great combo and can take out a lot of classes on it’s own. I love this attack because it interupts, does very nice damage and gives your target poison, bleeding and deep wound. After this the GPS+CS attack is recharged and you can do it again.
Having Critical Strikes at 13 or above is important as it gives you back 3 energy per critical strike and like I said above, I have no energy management problems (unless I get hexed to the eyeballs). Also WOP will heal you for +28hp everytime you hit a critical which is actually a fair bit with these stats (I've tested it on the dummies) and is a very useful self heal skill where you don't actually have to do anything except keep hitting people!
I've designed this with a good amount of self-heal as if you play random arena's the chances of getting a monk are slim so you need to be able to look after yourself and also it takes the pressure off the monks slightly, but doesn't compromise your damage output. With Shadow Refuge giving +9 health regen it can counter Counjure Nightmare and most other degens up to a point and with an every third or fourth hit (approx) +28hp from WOP I have seen my health hardly drop when being whacked by a Leroy

Comments and suggestions please? - Cheers
/edit updated with a few extra comments and exact build numbers.