These builds are meant to be simple, effective builds that a new player can start with in PvP. They are not necessarily perfect skill sets and are meant to allow room for growth. They are meant to be somewhat flexible and functional in many different situations. Ideally they should function great in tombs, arena, and mid level GvG. Remember these are designed as templates to build on. Swapping out a skill here and there as you play to experiment is encouraged. Just play the character as written first, that way you know if your change improved or weakened the character.
Good weapon mods:
Vampic
Zealous
+30HP
+5 Armor
#1) Tiger's Fury Warrior
W/R
Axe: 12+1+3
Str: 9+1
Beast: 9
Disrupting Chop
Eviscerate
Executioner's Strike
Penetrating Blow
Axe Rake
Sprint
Tiger's Fury
Rez Sig
This is a basic tiger's furry warrior. The concept is to build adrenaline and then rapidly arenaline spike your target using tiger's fury. The build is fairly simple and direct. Use eviscerate's deep wound for a massive first strike. Axe rake can snare an opponent for you after you land an eviscerate. In arenas you can use disrupting chop to stop rez sigs. In tombs it is useful vs aegis, heal party, and other long cast spells.
#2) Hammer Warrior
W/X
Hammer: 12+1+3
Strength: 12+1
Mighty Blow
Devastating Hammer
Crushing Blow
Heavy Blow
Irresistable Blow
Sprint
Frenzy
Rez Sig
This is a basic hammer warrior designed to be able to spike an opponent to a degree. Use frenzy when you spike and to help build adrenaline, however if you get attacked use sprint to cancel frenzy and protect yourself from receiving double damage. When your skills are build up you can spike with Irresistable->Mighty->Devastating->Crushing Blow->Heavy Blow->Irresistable. This chain nets you a two knockdowns and a large amount of damage. Excellent for putting heavy pressure on a monk. You'll notice the lack of an aftershock. This build forgoes aftershock in the interest of high hammer damage attacks. You can implement this no matter what your secondary is.
PvP Warrior Templates
Warskull
Bast
Those are both sound starter warrior builds and the write-up is informative enough to explain the basic tactics.
Warskull
This addition will give sword fans something to work with.
#3) Mobility Sword Warrior
W/X
Swordmanship 12+1+4
Strength 10+1
Tactics 8+1
Pure Strike
Galrath Slash
Final Thrust
Endure Pain
"Charge!"
Sprint
Frenzy
Rez Sig
Finishing up the set is a flexible sword warrior. This warrior works best alongside a second warrior (for coordinated spikes and use of charge.) Your basic spike is pure strike->galrath or pure strike->final thrust. Endure pain functions as a lifeline. If you are in danger of death or getting spiked trigger it and fall back. This will buy your monks enough time to heal you. Alternatively if you don't have a monk on your team in RA it should buy you some time to do damage (plenty to score a kill if you aren't being shutdown.) One of the advantages of this build is the very high mobility. You can stay running at all times with sprint and charge. Thus you can very easily hop between targets or locations. This character can also make a rather strong relic runner in tombs. Remember charge is a highly underestimated elite. Get the most out of it by utilizing team tactics. You should be able to run this character in GvG, Tombs, and Arenas fairly well.
#3) Mobility Sword Warrior
W/X
Swordmanship 12+1+4
Strength 10+1
Tactics 8+1
Pure Strike
Galrath Slash
Final Thrust
Endure Pain
"Charge!"
Sprint
Frenzy
Rez Sig
Finishing up the set is a flexible sword warrior. This warrior works best alongside a second warrior (for coordinated spikes and use of charge.) Your basic spike is pure strike->galrath or pure strike->final thrust. Endure pain functions as a lifeline. If you are in danger of death or getting spiked trigger it and fall back. This will buy your monks enough time to heal you. Alternatively if you don't have a monk on your team in RA it should buy you some time to do damage (plenty to score a kill if you aren't being shutdown.) One of the advantages of this build is the very high mobility. You can stay running at all times with sprint and charge. Thus you can very easily hop between targets or locations. This character can also make a rather strong relic runner in tombs. Remember charge is a highly underestimated elite. Get the most out of it by utilizing team tactics. You should be able to run this character in GvG, Tombs, and Arenas fairly well.