I guess I will post mine, as it addresses the issue of arena survivability.
Copied directly from my guild's article section

. Admins can put this into builds directory if they want.
Spura's Assasin
Necromancer/Warrior
Curses 10+4
Tactics 11 (10)
Swordsmanship 10 (11)
Spinal Shivers
Plague Touch (Parasitic Bond)
Sever Artery
Gash
Hamstring
Victory is Mine! {E}
Shield Stance (Watch Yourself, Distracting Blow)
Healing Signet (Frenzy)
Arena (8v8)
Icy sword of Defense and Shield
You may want parasitic bond in arena as well, depends on how much of a problem is hex removal.
Generally try to get close to target as possible before casting Spinal shivers. In arena that usually allows you to interrupt attempts to self remove hex. If you are pacting parasitic bond, then cast bond first to get through possible hex breaker. If you encounter hex breaker, watch for activation animation. After they activate it the second time, break it with bond and cast spinal shivers. Generally, try to have covered spinal shivers with parasitic bond all the time. Learn to recognize remove hex target (not casting) animation and you can detect smite hex, because you take damage. In that case recast Parasitic Bond. Also recast it if you receive 114 health. That means 20 sec timer has run out. Anyway, after spinal shivers is on target(and covered with bond if you are using 8v8 variation) just attack the target with sword and you will interrupt their skills. Use sword skills: Hamstring->Sever Artery->Gash. After that use Victory is mine, that should give you enough energy and health to keep going.
Ideally you will have poison ranger or disease necro on the team and with few enemies around you, you will easily get healed 300+ HP per victory is mine.
In arena use healing signet to avoid getting dotted to death and shield stance if you are getting focused. In 8v8 use frenzy cautiously.
Generally skills cost at least 5 energy(rangers are exception here). So in the worst case you are trading 5 en for 5 en, while doing damage and they get no effect. But usually you can get 5 en for 15 en.
Target Selection:
Elementalists are ideal targets:
- Exhaustion kicks in even if spell is interrupted
- Attunements don't give energy back if spell is interrupted. Those double attunement elementalists will soon find themselves out of energy.
- The have quite long spells and thus are easy targets for disruption at the rate of 1 per 1.33 sec.
Monks are good as well:
- Disrupting a few consecutive heals in arena often kills the monk.
- Sometime you can manage to disrupt few Reversals of Fortune in a row (0.25 sec cast).
You can disrupt Troll Unquent, various resurrects, preparations even warrior and ranger attacks. I even disrupted Power Spike.
Another funny thing in arena is people putting backfire and shame and stuff like that on me, after I have gotten the Spinal shivers off.