Okay, so the three builds I play most are Condi/Support Warrior, Power/Shroud Necromancer, and Dodge/Condi Thief.
Warrior: Sword/Warhorn, Longbow. Moondrop's post:
http://neogaf.com/forum/showpost.php?p=161473771&postcount=3914
Arms: Fury on low health, Sword Mastery, New Furious
I already used
Furious because it can grant adrenaline during a burst skill. This means every crit I get during Sword's burst skill and Longbow's burst skill got me back adrenaline quickly. Hell, the build originally used Rampager's gear back at launch.
Tactics: Quick Breathing, Burning Arrows, Either Phalanx Strength or the new Leap Finisher.
Tactics was a line I couldn't get enough of. I loved Warhorn early on because of the constant Swiftness with it's trait and I played a loooooooot of WvW at launch. It's honestly because of that constant Swiftness that I moved away from Shouts and possibly Healing Shouts. Well, that and Longbow. The new Longbow trait is a balanced combination of
Stronger Bowstrings and
Burning Arrows. Stronger Bowstrings was important because it increased your range (lost forever) and made your auto-attack a 100% combo finisher so you could stack burning through your fire field, or use other people's fields. Now it'll always shoot fire without a combo field, but won't have as much power with other people. It's a trade off I can live with to have more burning and make its plain auto attack more appealing. Finally, Phalanx Strength is wonderful and we already know this. But the option to get double the effects from
leap finishers... extended Fire, Water, and Chaos auras excite me.
Discipline: Super Sweet Vengeance, and I'm not sure
If I stick to this it'll mostly be for the minor traits
Fast Hands and the burst cooldown reduction. Otherwise I'll go into Defense and grab stuff like Cleansing Ire.
Necromancer: Dagger/Warhorn, Axe/Focus. Moondrop's post:
http://neogaf.com/forum/showpost.php?p=161467891&postcount=3889
Spite: Reaper's Might vs. new Spiteful Talisman, Chill of Death vs. Axe Training vs. Death Shiver, Close to Death vs. Cripple Mastery
Things are a bit shaky here. Spite is no longer the straight damage boost it was, and instead is a lot more risky. Despite the minor trait changes, everything else leaves me spoiled for choice...
Curses: Weakening Shroud vs. Reaper's Precision, Banshee's Wail, not sure.
The new grandmaster minor is incredible! Now when I load an enemy with a bunch of non-damaging conditions before my Well or Death Shroud spike, I'll get a ton of bonus damage! My only wish is that the Adept Minor caused Poison on crit instead of Bleeding. Poison is much better as a general choice as it lowers healing.
Soul Reaping: Unyielding Blast vs. new Speed in Shadows, Spectral Attunement vs. Foot in the Grave (I think this was still here, it might be the death shroud skills cooldown reduction), Deathly Perception vs. Foot in the Grave.
I think I'm going to lean on faster Death Shroud building, faster dip into Death Shroud, and the stun break. My hope is that the stability gets increased to at least 3 seconds baseline, as it looked like the current stability set was a placeholder. I want to Shroud Stomp safely! Also, Warhorn reduction + Spectral reduction gives perma swiftness in current game. I like perma swiftness, and if it's this easy to keep I'll probably keep it.
Alt:
Blood Magic: Ritual of Life, Dagger Swiftness, Well Mastery
I miss Blood Magic. I really do. It goes well with Wells. I might even consider going back to full Vampiric if they ever get the numbers right for PvP.
Thief: Dagger/Dagger, Shortbow Moondrop:
http://neogaf.com/forum/showpost.php?p=161452588&postcount=3839
Deadly Arts: Mug, Panic Strike, Potent Poison
Before I only put in enough points to grab mug, for the extra healing. Now I might as well grab the poison buff, if it's worth it. It means Shortbow contributes more to my damage with less initiative, but I'm still annoyed about the new Minor Grandmaster, Exposed Weakness, only helping direct damage.
Acrobatics: Pain Response, Guarded Initiation vs. new Hard to Catch, Assassin's Reward.
The new Grandmasters look fun, but this build will not work without Assassin's Reward and Signet of Malice. Not unless they give Deathblossom more evade frames, that is. Also, my memory was faulty; Deathblossom has 1/2 second duration but only 1/4 second evade. I still don't want to let it go...
Trickery: Thrill of the Crime, Bountiful Theft, Sleight of Hand.
Honestly, every level has at least one choice for me here. This is just the three I usually use. Trickster might be worth swapping out for because my only condi clear is Pain Response, but Bountiful Theft gives Vigor. Also, the Minor Grandmaster again is only useful for more damage, even when it's in a trait line that provides multiple conditions. I'm most torn on what to do with Thief overall.
This ended up looking pretty messy anyway. But I have a headache. Will continue this tomorrow, probably with editing my currently bad Guardian build.
Edit: Dulfy finally has pics of all classes. Maybe I'll edit some time:
http://www.reddit.com/r/Guildwars2/comments/33qrg0/specialization_ama_livestream_notes/