I finely took the time to update my guide. I added some builds and took the time to explain each power more throughly. Currently it takes up 16 pages on a Word Document, so it is quite long.
A Warshade's Guide to PvP: By Combat (Issue 8 appliable)
Index
i - Introduction
ii - Basic General Strageties
(a) Arena
(b) Zones
iii - Indepth Analysis of each Archtype
(a) Masterminds
(b) Brute
(c) Stalker
(d) Corrupter
(e) Dominater
(f) Controller
(g) Scrapper
(h) Tanker
(i) Defender
(j) Blaster
(k) Blapper
(l) Peacebringers
(m) Other Warshades
iv- Zone Guides
(a) Bloody bay
(b) Siren's Call
(c) Warburg
v - Some Tips and tricks
vi - Run-down of Powers with PvP in Mind
vii- Builds
i - Introduction
So you've gotten your first character to 50, and decided to make a Warshade. First off, congratulations for getting to 50! Now, for all those that are looking to PvP with this new "Epic Archtype", I give you a guide to help you suceed. Before we start, I want to warn you that everything in here is my opinion, and you don't have to agree with what I say.
ii - Basic General Strategies
Here are some strategies I have come of with. There will be two sections, one for the Arena and one for the PvP zones. I haven't gone to Warburg or RV yet with my Warshade, so my experiences there are rather limited.
Subsection A: The Arena
The Arena is a place for Heroes and Villains to duke it out one one one, or team with others too defeat the opposing team. There are two types of Arena Battles, Normal and Gladiator, in which you fight with pets that function like MM pets do.
<ul type="square"> [*]Knowledge: Always try and know your surroundings. Sometimes knowing what mobs or players are where can save your life, and a trip to the hospital. Since Warshades have to adapt to their opponents, finding out the powersets and playstyle may make or break the game. In the Arena you cannot run away, so you must know where your opponent is at all times in order to avoid them.
[*]Disorienting: This is not actually about making your opponent be disoriented in game, it's more of a psychological effect. By attacking from differnent angles, and quickly leaving, you cause your opponent to become anxious. He's then more likely to make small but fatal errors. This applies to PvP zones as well.
[/list]Subsection B: PvP zones
PvP zones are maps designed for PvP fights. All PvP zones have an objective that you and your opponents compete against to complete. You have to be very careful in PvP zones, as you do not when or where an opponent can attack you.
<ul type="square">
[*]The Element of Surprise: One of the biggest advantages in PvP zones is the element of surprise. This is because sometimes a high power character can kill you in 1 or 2 shots, or hold you and kill you slowly if its a holder. Because it is so important, you must NEVER let the opponent get it. Always try to come from the sky, in Nova Form as most people tend to look on only the horzontal plane. Helped by your Stealth power, and used well with Teleporting powers. Silly them
[*]Escape Route: There are two things that can affect combat, before the fighting starts. One of these is the
entrance, which is discussed above. The other is your escape route. Every opponent can prove a dangerous one, so always have an exit planning in case you don't want to pay the hospital bills. The safest way to escape is to switch to Dwarf and TP away, and the fastest is Human forms TP (which has better range than the Dwarf's one).
[*]Teamwork: This comes into factor in the Arena, but only really becomes a factor in the PvP zones. Opponents may have teamates near, so that easy looking Dominater over there may be surrounded by Stalkers just waiting for you to come into their grasp. However, teamates can also work to your favor. Remember that the next to the lure and bait trick works on you. The most important thing while teaming though is that you gain boosts while in Human Form for every not Keldhian on the team. You can get up to 140% +damage, 70% +resistance, or 8 Mag Resistance, depending on wether you have defenders and tanks, blasters and scrappers, or controllers on your teams.
iii - Indepth Analysis of Each Archtype
Masterminds: MMs will try to hide behind their army of henchmen. They will often make their henchmen go into Bodyguard mode, which makes all damage coming to them be cut into 7 or 8 little slices, with each pet taking 1 slice and the MMs taking 2 slices. While they are in BG mode their pets will not attack you until you attack them, so you have the advantage. So if the pets attack you first, you know the MM is an easy target. Otherwise drop in and use Sunless Mire in Human Form, then switch to the Dwarf form to use it again. Then simply change to Nova and Scatter/Detonate them all. Since the MM will likely still be in BG mode every pet will take even more damage then they usually would from this attack. This is called a Double Mire, a strategy that can prove deadly to most MMs. It is helped by Eclipse, which increases your resistance to everything by mezzes and psychic attack, and will allow you to survive the minions weak but rapid fire attacks. The one thing you hope for when fighting a Thug MM is for them to use Gang War. Double Mire + Eclipse anybody? Even better is using their dead henchmen against them. Summoning a pet out of a defeated henchman, then using it to kill the rest with your corpse bomb, and finally Circling up to full life and endurance is something that I long to do to some unexpecting MM. Sometimes */traps MMs will try and TP-Foe you into an array of traps, designed to hold and greatly damage you. If they manage to do so you will likely die. If you don't die immediatly try an tp out of there. If you can switch to Dwarf Form for the resistances. This goes with the Element of Surprise thing I talked about earlier. A long lasting battle for you, but a winnable one. MMs who try to Tank in Defense Follow will have a surprise coming to them when they fight you. A Double Mired Nova will shred the MMs minions with hard hitting Cones.
Brutes: Brutes are surprisingly easy to you. Simply switch to Nova and you should be able to beat them without much trouble, since they won't usually be able to hit you very much, as most of their attacks are close ranged. If they have Fly they also have surpression, so you can defeat them in the air as well. Just don't go down and melee them in Human or Dwarf Forms. They will kill you their with their Fury, and much harder hitting attacks.
Stalkers: Stalkers are some of the hardest to beat characters in the PvP game. If you can, try and get IR goggles to see them before they kill you. Two Stalkers can kill you through the base resistances of the Dwarf with about 1 hit each. I suggest Human Form for these guys, with the +Perception stealth and the ability to use IR goggles and Tactics. Your stealth is useless for you in this fight, as the Stalker's Hide will also grant +Perception. Orbiting Death and Inky Aspect can be be useful here, as it can hit anyone Stealthed or not in its range. This can stop Stalkers from using their strongest attack, AS. However they can still manage to hit criticals with their other attacks. If you see a stalker in Human Form you might be able to pop some Insights and switch to Nova. If you can manage this you can defeat them just as you did the Brute, though they do have more ranged attacks that can knock you down. Unlike most Villain fights, this one is a battle of attrition, not surprise or quickness. With your stealth and Tactics you can see Stalkers through Hide, and if I'm not mistaken, through Hide + Stealth. Warshades are among the few classes who can do that.
Corrupter: Some corrupters can do great burst damage, and slow you down considerably as well as debuff you in other ways. Fighting Corrupters can be a matter of who hits first. Gravity Well or Dark Emenation are your friends here, as they can hold them long enough to kill them in Nova Form. They also have the ability to get many holds, and can hold you in the Human or Nova forms easily. You can fight these guys in any Form you want, but I recommend Dwarf Form for its resistances and heal. Corrupters also get very good debuffing powers in the Ice set.
Dominaters: Dominaters can screw you up big time in PvP if you play them wrong. They can easily break the Dwarfs mez resistances with Domination, so using him is almost not an option. I like to hold them with GW before switching to Nova to finish them off. Dominaters have weak attacks, so Nova Form is recommened for most of the fight. However, under Domination their attacks will be vastly more powerful, and Dominaters do get high damaging melee attacks in their secondary in high levels. Psionic Dominaters in particuar have a very nastly power called Drain Psyche that can greatly improve their regeneration and recovery, among other things. If they start winning leave the fight ASAP so they have no chance of using Domination. Nova Form's Knockbacks are your friends in this fight, as is any mez.
Controllers: By the time you fight them in Warburg most Controllers will have gotten their pets, and be able to deal tons of damage to you easily. They are a combination of Dominater and Corrupter, with slightly stronger holds then the dominater (not under domination) and about as good debuffing skills as the Corrupter. These guys should be considered EXTREMELY dangerous and taken carefully. If you can knockthem back with Nova then drop down to them in Dwarf. Try and keep him healing himself or not fighting, as these guys can stop you in your tracks. However, controllers do not have resistance to their own powers. A well placed Gravity Well or Dark Emenation will allow you time to kill them, as they do not have much life. At 40+, controllers are even more devestating. They can, and will, use the epics powers they get to 2 hit you, and be resistant to GW. Again, the longer you fight with them, the more chance of a loss, as they stack holds and debuffs upon until you finally submit, even if you are in Dwarf. Any for appliable with severe caution. If they do manage to hold you they will basically critical on EVERY hit so you should try and stop that from happening whatever the cost. Bringing BFs will increase your survivability greatly, and you always want to have 10+ BFs in your inventory. In team fights, beware of Illusion and Mind controllers confusion. Unlike other effects, it can stack in PvP, and make it very hard to target your opponents.
Scrapper: A scrapper should be fought like you would fight a Brute. A Spines scrapper will be your mortal enemy though, because he will try and use Impale on you, stopping your flying, and damaging you greatly. It will also immobilize you, making you prey to the Scrapper. If they do somehow drop you out of flight try and Dwarf Form them. Overall stay out of longterm melee brawls with them and you will be fine.
Tankers: Tankers have the best resistances of any Archtype in the game. This makes them incredibly hard to kill with any Form, and especially Dwarf form because of its weaker resistances and attacks. Nova Form is suggested for these guys, as it will deal the best damage to them and be pretty immune to their attacks. On a side note, some tankers have powers like Hurl that cause you to drop like a rock out of the sky. If they can get to fall they can usually out damage Dwarfy and easily defeat Human Form ( KO Blow anyone?). Though most Tank attacks are weak, they can land incredibly damaging attacks. Many Tanks Secondaries have powers like Siesmic Smash or Knock Blow, and Energy has 2 very strong powers in Energy Transfer and Total Focus. Simply play them safe and try and to stop them from meleeing you and you should be fine. Most of Tanks anti air powers are very slow, allowing you to get several hits on them before tping to a safe distance away.
Blasters: Blasters are ranged high damage dealers. They can out-damage the Nova, so its use here is limited at best. If you can get a GW on them they usually can be taken down without threat. Suggested Form here is either Human or Dwarf form. The most dangerous Blasters are either Ice/* or */Energy, for their fast firing times and powerful boosting abilites. Don't get into a fight against a Boost Ranged, Power Boosted, Built Up Ice/Energy Aiming for you. If you try you will be shredded. Most Blasters in PvP are Fire/* or Ice/* (because of the quick fireing times) and either */Energy, */Ice or */Electric.
Blappers: While Blappers are actually Blasters they play incredibly differently. While Blasters tend to stay back and simply try and shoot you down Blappers try and 2 shot you with the very strong melee attacks of some Blaster Secondaries. Most Blappers are either */Electricity or */Energy. I suggest trying to Nova them, as both Human and Dwarf are vulnerable to them (Human because of squishy-ness, Dwarf because of Blappers tendencies to drop toggles).
Peacebringers: Peacebringers have many self heals, and the same Forms as you have. They will be able to outdamage your Nova through Build-Up, so none of that. If you can catch them in Human you should immediatly try to GW them, then switch to Nova after Mireing them to try and get a bit of damage on them. If you can get Mire on them you will beat them Human to Human, but their Incandescant Strike can easily put you between a rock and a hard place. Dwarf to Dwarf you will probably lose, simply because their heal is better. Their heal is better because it never misses, and heals more than yours. Try to switch when they switch, and stay away from Built Up Nova or Human Forms. A quick DE will render them helpless, so you can end it quickly. This will not be a quick fight, but it is achieveable.
Other Warshades: Against other Warshades you will find your own skills used against you. They will try and GW you in Human Form, or shoot you with Nova Form. Our weakness (as in theres) is in fighting Nova to Dwarf. If you see them try and go Dwarf Form, immediatly go Nova and start blasting like crazy. If you try and go Nova to Nova you will likely be equally matched. They might try to go to Human Form and Snare you, stopping you from flying in Nova Form. To beat yourself you will need to be quick to change and to take advantage of any weakness. Warshade's will be highly resistant to Negative Energy and Smashing damage, which will mean you will deal far less than them.
iv Zone Guides (up to Warburg)
A- Your Bloody Bay Bonsii
A zone for those of 15 or up, the local fauna of this zone are Masterminds, Stalkers, Scrappers, and Blasters. You will also find the occasional Badger or Shivan Collector. Everyone will be automatically sidekicked or exemplared to 25. Stalkers present a higher risk here then anywhere else, because of the lack of +perception powers in this level range. A good zone for learning the basics of zone PvP.
Things to note in this zone:
Meteors- Used by those Shivan inclinced. Common Stalker Hunting Grounds.
Firebases: Heavily defended bases used in Shiva Collecting
Villain base: Once was able to be seiged by Heroes. Many Heroes camped inside of the hospital, killing villains as they spread. 1 safe spot remains inside the base for any Hero to find. Many battles fought on its shores.
Hero Base: Possible for Stalkers to infiltrate, better defended the Villain Base.
Things to watch out for: Stalkers, Masterminds.
Things to Do: At this zone you can get a Shivan, a very powerful EB-level pet, collect badges, and, of course fight. To collect Shivans, you must start by talking to the Scientist. He will give you an ore collecter, which you must use on each of the meteors. One thing to note is that once you gather one or more of the ores, you will turn green. Also, anyone Villain could attack you and take all your pretty ores for himself. After you collect the meteor ore, you must take out all the defenses of a Firebase. Then you must click on the first computer, which should say "Firebase defenses inactive". Then you go to the second computer and collect your prize.
Siren's Call Silent Commenter
A higher level zone then BB, this zone is for those higher then 20. All people in the zone will be level 30. Most popular zone before I7, still many people fight there. All species of Fauna arrive here at one time or another.
Things of Note:
Hotspots: Many fights rage between the Longbow and Arachnos in this zone. Longbow usually win. This is a good place for Warshades because of the amount of mobs there, and the healing NPCs.
Stores: Winning side will have the ability to buy from stores, depending on bounty. Best buys IR goggles, and medium size inspirations.
Boss mobs: Good for getting the badge for Elites.
Things to watch out for: Stalkers, Masterminds, a few Dominaters
Things to do: Gather bounty. You can do this by being near a fight that is won, or fighting Heros. If you kill the highest bounty collector of the other side, you will get a lot of Bounty. The highest collector's location will be updated periodically on the map. You can also badge hunt or fight.
Your helper to the Wacky World of Warburg
Available to those past 30, this zone is sparsely populated. You will see many Nuke collecters, and a few Scrappers, Controllers, and Blasters. This zone's population of Stalkers is very low. Everyone can attack all non-teammembers.
Things of Note:
The Web- Mass of tunnels underneath zone. Used by Nuke collecters, and Stalkers who want to kill Nuke Collectors.
The Globe- In the center of the map, used for duels. Common Stalker grounds. Some use the Globe to duel, but I don't particularily understand this, as they could always go to the Arena.
The Beach: Near the Hero base, this is where most large-scale battles take place.
The Launch Pad: Where you go to get your rocket. Largest population of Stalkers in area.
Things to do: Fight, collect badges, get a rocket. To collect a rocket you must kill the group guarding a scientist, then lead him back to his base. Repeat 3 times to get three codes. Then go to a payload, which will give you a Launch Code for the corrsponding rocket. As with BB, if you get killed while holding Codes or Launch Codes, the killer will get yours. The Launch Code must be used in five minutes.
Things to watch out for: Experienced Players of any type.
v - Tips and Tricks
- "Bombing" - This is a term I have coined for diving down in Nova Form, just to deliver one attack, then pulling back up, out of range.
- Double Mired Nova - This will mainly be used when fighting MMs though can be used whenever. This is just a stealthed jump in while in Human Form, hit Mire, switch to Dwarf, hit Mire again, Nova Form. Helped tremendously by Eclipse in the later levels. Also, rather then switching to Nova you can Quasar, but this is mostly used on Masterminds.
- Corpse Bombing- To SS a minion off the streets, kill him, then use his as a bomb, using Dark Extraction.
- In Battle Pitstop - To draw and quickly kill a minion or henchman while in battle, then use Stygian Circle. Also can use to summon pet. If a henchman, you can blow the corpse up.
- Teamate Quick-Save - This is just a quick Shadow Recall of teamate while they are in danger.
- Oppenent TP- Trapping - Remember how I told that sometimes MMs would try to TP-Foe into traps? Well you can do that too
To do so simply get the power Starless Step. Presto, you can TP-Foe someone into your teamates waiting hands (or your own, but you don't need to pull with SS). It is best to teleport them onto a corpse, and use the corpse to bomb them.
vi- Rundown of Powers with PvP in Mind
For Reference I use I simple 5 point scale :
Now for the Powers: Inherent first
1. Absorbation: A pretty useless power as far as PvP is concerned. Rare attack types and not very much resistant. Might be useful for passive knockback protection in Issue 9. I consider this power inherent because you are forced to have it at level 1.

Slotting: 1 Resistance
Combat Log: Very rarely will this power prove useful. It delivers unimpressive resistance on a passive scale. You will never thank god for it, or even probably remember you have it.
2. Dark Sustenence: A great power when teaming, makes your human form stronger for every nearby teamate.

Slotting: Nothing (can't slot)
Combat Log: This power will help you tremendously in teams. If you team with Tankers or Defenders, you'll get a human form offense bonus. If you team with Blasters or Scrappers, you'll get a defense bonus. Teaming with Controllers is the most helpful I think because it gives you mez protection. If you are on big teams, it might be better to stay Human 90% of the time.
3. Shadow Step: Your travel power, and a pretty good one for PvP too (as players can't stop by immobilizing you, which often have -jump and -fly effects)

Slotting: 1-3 Range, 1-3 Endurance
Combat Log: This will be your main method of moving around. This is the fastest travel power, but also the most tedious, because you constantly have to click. It is best to set up a bind for this and Black Dwarf Step. The should look something like this: /bind "lshift powexec_name Shadow Step".
4. Shadow Recall: Pretty usefull for saving a teamate, but not anywhere near something you'll use a lot.

Slotting: 1 Interupt Reduction
Combat Log: I have used this many a time to help a teammate in need. The most use you'll get of this in a PvP zone is to quickly gather your team, or to try and TP an ambushed friend. Far more helpful in PvE for level 1-10, because you can drastically speed up your group with it.
Umbral Blast: Umbral Blast powers slow the enemy slightly.
1. Shadow Bolt: May be marginally useful but not much.

Slotting: 1-2 Accuracy
Combat Log: You'll have a choice between this and Ebon Eye at level 1. I chose Ebon Eye because I like Hard and Slow more than Soft and Fast, and because EE lets you shoot lasers out of your eyes, and whats cooler than that? Slightly lowers your opponent's speed.
2. Ebon Eye: A staple of your Human Attack Chain, this is a must.

Slotting: 1-2 Accuracy, 3 Damage
Combat Log: I chose this at level one because it dealt more damage, and because of the animation. Neither this or SB will get a ton of use in the higher levels, but EE has some use.
3. Gravimetric Snare: Usefull for grounding Flyers and stopping SJers, this power can ruin an escapees day.

Slotting: 1-2 Accuracy
Combat Log: This power immobilizes your opponent, but its best use is for the -jump and -fly it provides. It probably won't immobilize many people, as most PvPers will have Combat Jumping.
4. Dark Nova: Get it, slot it, love it! This is 1/3d of your power. Think about that before you talk.

Slotting: 1-3 Fly
Combat Log: This is an incredible power. It will provide you with most of your offensive muscle. Though squishier than your Human or Dwarf forms, it can kill most enemies in two shots. It will provide a more leisurely form of travel for you (button clicking gets old) and a safer way. In higher levels, it gets even more powerful with the Mires and Eclipse (which turns the Nova into a Tank-Mage). You will be in this form 3/4 of the time in low levels. In order to improve its unsurpressable Fly, you must slot in Dark Nova.
5. Shadow Blast: Another Must for Human, this attack is stronger and slower then EE. Not needed, but doesn't hurt.

Slotting: 1-2 Accuracy, 3 Damage
Combat Log: Stronger than EE, this is the strongest attack besides your hold you get in Human. Use this and EE to deliver most your damage until GW.
6. Starless Step: A semi-usefull power for teams, not great, but you'll like it when you need it. Used for ambushing oppenent.

Slotting: 1 Range, 1 Accuracy
Combat Log: This power teleports a foe. It requires an accuracy check, and can't teleport bosses or above. Useful in PvP for setting up traps for an opponent. Only trouble with this is the limited range, because your opponent can usually see you when you use it.
7. Sunless Mire: A +damage and +acc buff, that can be stronger then BU. What else can I say?

Slotting: 1-2 Accuracy, 3 Recharge
Combat Log: This is one of the reasons you want to be a Warshade. Combined with Nova, you can devastate mobs and players quickly. Use with Dwarf Mire and Eclipse for best results.
8. Dark Detonation: A targetted AoE attack, meh. Nova has something exactly like this, that does more damage and costs less end.

Slotting: 1-2 Accuracy
Combat Log: I'd like this power if you didn't have a far better alternative in Dark Nova Detonation. Since you already have a better version, there is little reason to take this.
9. Gravity Well: A Supreme Damage melee hold. Whats not to love?

Slotting: 2 Accuracy, 3 Damage/3 Hold, 1 Recharge (This will likely be the one power I tell you to six slot)
Combat Log: This is a very good power. It delivers good damage in a DoT, and holds. The hold is useful for squishies, allowing you to take out Blasters and Defenders with ease. The only problem with it is its melee range, but usually you can get in range. Controllers get an Epic that resists holds, so the effect against Controllers in low in high levels. Not very good for melee fighters, except for the damage, which is rarely resisted. This power won't do much against Dark Armor fighters.
10. Essence Drain: Same as the Dwarfs Siphon Life, take this for another heal.

Slotting: 1-2 Accuracy, 2-3 Heal
Combat Log: If you need another heal, take this one. I prefer Heal Self for a Human Heal, but this can be useful if you need more health quickly.
11. Gravmatic Emenation: Unlike the Nova Form's Emenation, this is a disorient causing cone. Very useful, though it does cause knockback.

Slotting: 1-2 Accuracy, 3 Disorient
Combat Log: This power will hold any squishy except Controllers with Psionic Mastery. It lasts long enough for you to usually kill your opponent before it wears off.
12. Unchain Essence: Explode a corpse, dealing Nukelike damage to all enemies around it. Not very useful in player versus player, unless fighting Masterminds.

against non-Masterminds

against Masterminds
Slotting: 1-2 Accuracy, 3 Damage
Combat Log: Corpses near your opponent are rare in PvP, unless its the corpse of a rival or teammate. Very good against MMs because there will be plenty of ammo to work with, and because its AoE, it will do great damage against the pets (as most MMs stay in Defensive Follow).
13. Dark Extraction: A pretty cool power, summoning mini-Novas from a corpse. The only pet that you can have multiple of, worth getting in my opinion.

Slotting: 1 Accuracy, 3 Recharge, 2 Damage (I lied, six slot this one too)
Combat Log: These pets are high damaging, and very useful if you can find corpses to use them with. They won't revolutionize your combat, but they will add a lot to your damage (and they stay around when you switch forms, so your Dwarf can have a lot more firepower with them helping).
14. Quasar: Leaves you defenseless. It deals high damage, but if you didn't kill them you are likely to be swiftly defeated. With Eclispe, might be good against MMs.

for MMs
Slotting: 3 Damage
Combat Log: I'm not much of a fan of nukes in PvP. They drop all your toggles, and don't necessarily kill your opponent. That said, they can help if you have endurance inspirations. Against MMs in Gaurdian Mode, they are ultra deadly, usually leaving the MM mostly defenseless. The nuke has a +accuracy that is high enough to allow you to hit almost anything with it.
Umbral Aura
1. Gravity Shield: Might as well take it for a little smashing and lethal resistance. Which is always useful (I call this as first one, as it is the first choose able one)

Slotting: 1 Endurance, 3 Resist
Combat Log: This is a power you will want running whenever you are in Human mode. Most of the attacks in the game are Smashing and Lethal, and this resists both. The numbers are average, but good enough for a squishy.
2. Orbiting Death: I like it. I protects me from stalkers and tha is always a good thing

Slotting: 1 End, 1-2 Acc
Combat Log: This is nice to have running before you get Shadow Cloak and Tactics. It won't always hit the Stalker, as they have great AoE Defense with Hide, but it will safe you sometimes.
3. Penumbral Shield: Unlike Gravity Shield, this shield protects for ice and fire. These attacks are much rarer then smashing and lethal, so this is not always great.

Slotting: 1 Endurance
Combat Log: This shield won't be nearly as useful as GS, simply because Fire and Ice are rare damage types. Most useful against Ice Blasters, who are great damage dealers.
4. Shadow Cloak: This power is great, but not for its stealth. Almost every single person in PvP will be able to see through this. However, this power does give +perception, which is a good thing. Combined with Tactics, you can see Stalkers.

Slotting: 1-2 End
Combat Log: After getting this and Tactics, your Stalker fears are pretty much over. Even with Hide and Stealth, you will be able to see them.
5. Twilight Shield: I like this shield even less then the previous one. Even rarer form of energy, and another toggle. Meh, not needed or wanted. In Issue 9, you might get it for extra passive knockback protection (some IOs will give that type of benefit to armors)

Slotting: 1 Endurance
Combat Log: Consider getting this if you fight other Warshades or Energy Brutes or Stalkers a lot. Me, I found that it wasn't useful enough to take, but if you do get it it will provide good defenses to Energy and Negative Energy, especially with Aborbation
6. Black Dwarf: The last 1/3rd of your power, the Black Dwarf is really good resistance and mez resistance. Another Get it, Slot it, Love it!

Slotting: 3 Resist
Combat Log: All of his attacks are slow and low damaging. It will be a pain to use him when you first get him, but when you give him 3 Resists he is good. Requires slotting quickly more than Nova, because he won't naturally be great.
7. Stygian Circle: A heal that works on defeated foes corpses. It only takes 3 to fully heal and replenish your endurance. Very good.

Slotting: 3 Recharge
Combat Log: I like this power a lot. It heals an obscene amount of Health and Endurance for bosses, with a little less for minions and leutinants. 3 Minions will fully heal you. This power recharges quickly and will be useful to you forever.
8. Nebulous Form: A phase shift that takes 4 seconds to activate. As we all know, in PvP 4 seconds is forever. Good on paper, bad in field

Slotting: 1 Endurance
Combat Log: I would like this power if it weren't for the animation time. It would make a good escape, but usually, when you are hurt bad enough to want to escape you will be killed while this power if activating.
Inky Aspect: A low magnitude pulsing disorient that takes a minute amount of life and endurance to operate. Not an amazing power, but it can be crucial when you need it. Sometimes will stop Stalkers, but with Tactics you should be able to see them coming.

Slotting: 1 Endurance, 2 Accuracy (Optional 2-3 Disorient)
Combat Log: This is a good power because it stops Stalkers and Blappers very well. The pulse is quick enough to catch Stalkers before AS hits, but sometimes Blappers will get through.
9. Stygian Return: Needs foes around to activate, and doesn't heal you completely with just one. "Can you please kill me again?"

Slotting: If you get it, 1 Heal
Combat Log: Might be useful if your opponent stands over your corpse and does a victory dance. It should disorient them, and give you enough time to kill them. But most foes will leave before you can activate this power, and melee folks usually have enough mez protection to resist it and kill you again.
10. Eclipse: This is an awesome power. It gives you a boost to your resistances for every mob or player near, and drains some of their endurance. Very usefull power, and works after form-shifted.

Slotting: 3 Recharge, 3 Resist (Oops, six slot again)
Combat Log: This is the best part about being a Warshade. For nearly a minute, you can max out your resistances and gain hold protection on all your forms. Your squishy Nova will suddenly become as strong as your Dwarf, and with Double Mire will become nearly invincible.
Nova:
1. Dark Nova Fly: The only non supressed fly in game, and faster then the travel power.

Slotting: Nothing (Can't slot)
Combat Log: The only unsurpressable fly in the game. Very good for ariel fights, and for sneaking up on your foe. In order to make it faster, put Fly enhancers in Dark Nova.
2. Dark Nova Bolt: Quick Single Target damage, this is a bread and butter of the single target Nova attacks.

Slotting: 1-2 Accuracy (Damage if slots allow)
Combat Log: I don't like quick weak attacks usually, but this power does enough damage to be useful.
3. Dark Nova Blast: Slower then Bolt, but stronger. This attack is the second of the bread and butter Nova Single Targets.

Slotting: 1-2 Accuracy, 3 Damage
Combat Log: A very great attack, this does a ton of damage, and quickly too. Not much more to say, but slot it.
4. Dark Nova Emenation: A cone attack that deal Blast damage over multiple targets. Great

Slotting: 2 Accuracy, 2-3 Damage
Combat Log: Does almost the damage of DNB, but in AoE. Great against MMs.
5. Dark Nova Detonation: If bolt and blast were your single target bread and butter attacks, this and emenation are you AoEs.
2 Accuracy, 2-3 Damage
Combat Log: This and DNE will kill MMs very quickly. This does slightly less damage than DNE, but still a lot.
Dwarf:
1. Dark Dwarf Strike: Fast low damage attack.

Slotting: 1-2 Accuracy (Damage could be added if extra slots)
Combat Log: This attack is weak, but necessary for a good Dwarf.
2. Dark Dwarf Smite: Slow, but harder hitting.

Slotting: 1-2 Accuracy, 2-3 Damage
Combat Log: A little bit better than the previous attack, it is still slow and weak. Does damage on scale with the weakest Nova attack.
3. Dark Dwarf Drain: Moderate damage, but the heal is what you're looking for.
Slotting: 2 Accuracy, 2-3 Heal/2-3 recharge

Combat Log: Use this as often as you can. It heals a goodly amount of damage, and heals enough to keep you in the game.
4. Black Dwarf Mire: A second Mire? Count me in

Slotting: 2 Accuracy, 3 Recharge
Combat Log: A signature power of the Warshade, this will make you one the best burst damage dealers in the game. I love this power, especially with Human Mire and Eclipse.
5. Black Dwarf Step: Useful when you use it to safely travel or get away.

Slotting: 1-3 Range, 0-3 Endurance
Combat Log: This will be your way to escape safely.
6. Black Dwarf Antagonize: A taunt. Useful in tanking, but not in PvPing.

Slotting: 1 Accuracy (taunts aren't autohit in PvP)
Combat Log: Unless you team a lot, you won't be using this power much. Taunts just aren't useful in PvP.
*Note: All Dwarf powers have a slightly slow animation time and relatively low damage.
Builds
[u]Note:[u] These builds are just examples. These are not the best builds ever for PvP, and probably have mistakes in them.
A. Non HOed out
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: Warshade Example
Level: 50
Archetype: Warshade
Primary: Umbral Blast
Secondary: Umbral Aura
+---------------------------------------------
01 => Absorption ==> DamRes(1)
01 => Ebon Eye ==> Acc(1),Dam(3),Dam(3),Dam(5)
02 => Gravity Shield ==> EndCost(2)
04 => Gravimetric Snare ==> Acc(4)
06 => Dark Nova ==> ToHitBuff(6)
08 => Shadow Blast ==> Acc(8),Dam(40),Dam(42),Dam(42)
10 => Assault ==> EndCost(10)
12 => Sunless Mire ==> Acc(12),Rech(13),Rech(13),Rech(15)
14 => Tactics ==> ToHitBuff(14),ToHitBuff(15),ToHitBuff(17)
16 => Shadow Cloak ==> EndCost(16)
18 => Gravity Well ==> Acc(18),Hold(19),Hold(21),Hold(21),Acc(23),Rech(23)
20 => Black Dwarf ==> DamRes(20),DamRes(25),DamRes(27)
22 => Stygian Circle ==> Rech(22),Rech(27),Rech(29)
24 => Orbiting Death ==> Acc(24)
26 => Gravitic Emanation ==> Acc(26),DisDur(29),DisDur(31),DisDur(31)
28 => Inky Aspect ==> EndCost(28)
30 => Unchain Essence ==> Acc(30)
32 => Dark Extraction ==> Acc(32),Rech(33),Rech(33),Rech(34),Dam(34),Dam(34)
35 => Quasar ==> Dam(35),Dam(37),Dam(37),Rech(48),Rech(48),Rech(48)
38 => Eclipse ==> Rech(38),Rech(39),Rech(39),DamRes(39),DamRes(40),DamRes(40)
41 => Vengeance ==> DefBuff(41)
44 => Hasten ==> Rech(44),Rech(45),Rech(45)
47 => Aid Other ==> Interrupt(47)
49 => Aid Self ==> Interrupt(49),Heal(50),Heal(50),Heal(50)
+---------------------------------------------
01 => Sprint ==> EndCost(1)
01 => Brawl ==> Rech(1)
02 => Rest ==> Rech(1)
01 => Shadow Step ==> Range(1),EndCost(2),Range(3),EndCost(4),Range(5),EndCost(6)
06 => Dark Nova Blast ==> Acc(1),Dam(2),Dam(3),Dam(4)
06 => Dark Nova Bolt ==> Acc(1)
06 => Dark Nova Detonation ==> Acc(1),Dam(2),Dam(3),Dam(4)
06 => Dark Nova Emanation ==> Acc(1),Dam(2),Dam(3),Dam(4)
10 => Shadow Recall ==> Interrupt(1)
20 => Black Dwarf Strike ==> Acc(1),Dam(2),Dam(3)
20 => Black Dwarf Smite ==> Acc(1),Dam(2),Dam(3)
20 => Black Dwarf Mire ==> Acc(1),Rech(2),Rech(3),Rech(4)
20 => Black Dwarf Drain ==> Acc(1),Heal(2),Heal(3),Heal(4)
20 => Black Dwarf Step ==> Range(1)
20 => Black Dwarf Antagonize ==> Acc(1)
B. HOed Out
[b]+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+
http://www.cohplanner.com
+---------------------------------------------
Name: Warshade HO Example
Level: 50
Archetype: Warshade
Primary: Umbral Blast
Secondary: Umbral Aura
+---------------------------------------------
01 => Absorption ==>
Ribosome Exposure(1)
01 => Ebon Eye ==>
Nucleolus Exposure(1),Nucleolus Exposure(3),Nucleolus Exposure(3)
02 => Gravimetric Snare ==>
Peroxisome Exposure(2)
04 => Orbiting Death ==>
Nucleolus Exposure(4)
06 => Dark Nova ==>
Enzyme Exposure(6)
08 => Assault ==>
Microfilament Exposure(8)
10 => Shadow Blast ==>
Nucleolus Exposure(10)
12 => Sunless Mire ==>
Nucleolus Exposure(12),Membrane Exposure(13),Membrane Exposure(13),Membrane Exposure(15)
14 => Shadow Cloak ==>
Enzyme Exposure(14)
16 => Tactics ==>
Cytoskeleton Exposure(16),Cytoskeleton Exposure(17),Cytoskeleton Exposure(17)
18 => Gravity Well ==>
Peroxisome Exposure(18),Peroxisome Exposure(19),Peroxisome Exposure(19),Membrane Exposure(25),Membrane Exposure(25),Membrane Exposure(29)
20 => Black Dwarf ==>
Ribosome Exposure(20),Ribosome Exposure(21),Ribosome Exposure(21)
22 => Stygian Circle ==>
Membrane Exposure(22),Membrane Exposure(23),Membrane Exposure(23)
24 => Gravity Shield ==>
Ribosome Exposure(24)
26 => Gravitic Emanation ==>
Nucleolus Exposure(26),Peroxisome Exposure(27),Peroxisome Exposure(27),Peroxisome Exposure(29)
28 => Unchain Essence ==>
Nucleolus Exposure(28)
30 => Inky Aspect ==>
Peroxisome Exposure(30)
32 => Dark Extraction ==>
Nucleolus Exposure(32),Nucleolus Exposure(33),Nucleolus Exposure(33),Membrane Exposure(33),Membrane Exposure(34),Membrane Exposure(34)
35 => Quasar ==>
Nucleolus Exposure(35),Nucleolus Exposure