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UPDATE - Traits and the Mesmer Profession has been added to the Skill Tool. Some skills/traits are still missing however and all of it is still subject to change.
Let us speculate, theory craft, and try to understand how a PvP build will be made and used. Here is the basic idea:
Create a build with the skill tool and link it in your post (for clarification). Explain how you would use the build in pvp. Define what combos you would use and how you would link your two weapon choices together to get the most effective control/damage/support against/for the opposing team/teammates.
In addition you are encouraged to suggest combos and criticize builds. Come up with counters to people's combos. How would you counter a Thief doing this combo with this combo with your own build.
[Disclaimer] : Of course all of this is subject to change, and more skills will be added eventually, but understanding how combos/builds work will make you a more knowledgeable player when the game finally launches.
I'll start first with my
Sword/Dagger Short-bow Thief build.
I designed this build to be heavy control and quick damage. Sword provides mobility and a cripple in the main hand while the dagger gives a ranged cripple and a way to escape from melee. The dual skill, Flanking Strike, can quickly get you behind the enemy to avoid damage so you can escape or continue a melee onslaught.
The short bow can provide extra range and AoE that the Sword/Dagger cannot provide, not to mention a blink like move with infiltrator's arrow.
The short bow can be used to apply damage while retreating, or to close space for some Sword/Dagger action.
I chose signet of Malice because I plan to avoid damage as much as possible. Any damage that I take should be able to be healed by my passive health on hit utility. If things get rough, simply casting the signet will provide an instant heal; most likely not as large as other heal utilities because of it's passive.
Assassin's Signet gives you might, but on use immobilizes nearby foes. Perfect for escape or keeping the pressure off you and your allies.
Scorpion Wire; because sometimes you need to peel. Controlling an enemy's position is more valuable in my mind than going to where the enemy is. I'll be using this whenever my other gap closers aren't available, or if I have a target I wish to destroy.
Roll for initiative is great for escape, but not only that, it supports following up with more attacks. It can be used with any weapon ability for escape or offense, I think it's pretty great.
I chose Dagger Storm for the elite. I have enough escape routes that I don't need another stealth outside of my dagger off-hand. I can imagine the extra pressure from Dagger Storm getting me kills, many kills.
Dancing Dagger > Scorpion Wire > Flanking Strike > Rending Slash x? > Roll for Initiative/Cloak and Dagger
Cripple with Dancing Dagger to hinder their escape, pull them in with scorpion wire and get behind them with Flanking strike. You could probably spam 1 a bit before Roll for Initiative or Cloak and Dagger to quickly get range again. I can then follow up by escaping, switching to shortbow for ranged dps, or returning back to melee with shortbow's infiltrator's arrow after a few seconds so you can switch back to Sword/Dagger.
Infiltrator's Arrow > Weapon Switch > Flanking Strike > Rending Slash x? > Dancing Blade/Roll for Initiative
Infiltrator's Arrow is used to close distance and blind, at which point you would switch to Sword/Dagger. Flanking Strike to get behind them and the spam Rending Slash a couple of times because using Dancing blade or Roll for Initiative to get distance again.
Okay, I can come up with more, but I'll stop there for now. Come up with your own build, explain it's usage, come up with some ways to use your build in combos, and try to find flaw/weakness in other builds.
If someone finds a flaw/weakness in your build, try remaking the build to fix or address the flaw, then see if they can find the flaw/weakness in that. You don't have to make any combos if you don't want, the minimum is what your build is trying to accomplish and how it is used.
EDIT - I realized that I didn't even consider elevation and choke points. You might want to keep that in mind if you're ranged heavy.
EDIT 2 - Forgot about dodging as well, as Creepjack pointed out. Adding a back-up plan to someone dodging from your combo would be a good idea. Remember that if you're crippled or anything along those lines you cannot dodge. For example my first combo wouldn't be at risk of the enemy dodging away because dancing dagger cripples and prevents dodging. My second combo has the threat of the enemy dodging until I hit with Rending Slash, which also applies cripple.
EDIT 3 - If you're not sure what a passive utility skill does when activated or what a condition does feel free to use the wiki. If you find that something doesn't add up in a build you're trying to counter, feel free to correct them and provide a source.
EDIT 4 - It's cool that you guys have some foresight for what could counter your own build, but I intended for other posters to find the flaws in other people's builds. That shows problem solving skill, and will probably be a bit more beneficial than breaking a build you understand for the most part.