Secondary professions for a Warrior

Warrior/Ranger

 * The elite skill Melandru's Resilience is likewise useful for tanking out conditions rather than worrying about removing them.
 * The higher energy cost and low skill synergy of most Ranger skills makes this class a better choice after ascending rather than at the start of the game.
 * Antidote Signet is unlinked, free condition removal.

Warrior/Monk

 * Skills such as Mending, which has a small return for a high cost of attribute points and Orison of Healing, which is a mediocre heal, should be avoided.
 * Mending Touch is a useful form of condition removal, even with little or no attribute point investment.
 * Supporting skills such as Vigorous Spirit provide excellent healing over time when coupled with the fast attack speed of a Sword or Axe. In addition, Vigorous Spirit synergizes well with multiple strike skills such as Hundred Blades, Whirlwind Attack, Cyclone Axe, and Triple Chop.

Warrior/Necromancer

 * The most common usage of the Necromancer secondary is for enchantment removal via Rip Enchantment or sometimes even Rend Enchantments

Warrior/Mesmer

 * Wise use of Physical Resistance, Elemental Resistance or elemental mantras can add additional survivability to solo or tanking builds.

Warrior/Elementalist

 * Shock can be used as a snare and interrupt, however exhaustion will certainly be felt with a Warrior's low energy pool.
 * Grasping Earth can be used as an AoE snare to keep groups of enemies from kiting as efficiently.
 * The conjure skills, such as Conjure Frost can provide additional damage when wielding an elemental weapon for a very small investment of energy.
 * Defensive Earth Magic enchantments such as Obsidian Flesh and Stoneflesh Aura can be used for tanking in high-end areas such as the Domain of Anguish, but maintaining them may require some energy management beyond your normal 2 pips of regen.

Warrior/Assassin

 * The Assassin has a wide range of snares and shadow steps that can serve a Warrior well. Shadow Prison for example.
 * Signet of Malice can provide free condition removal.
 * Dash is an excellent speed boost that also serves as a quickly recharging cancel stance for Frenzy.
 * Death's Charge is useful for closing distance in battle, but take care not to outrun your party's support.
 * Disrupting Dagger is a useful interrupt which cannot miss or be blocked, although it can be dodged or obstructed.

Warrior/Ritualist

 * Weapon spells can benefit a Warrior; Splinter Weapon can be combined with Triple Chop or Hundred Blades, Brutal Weapon adds overall DPS (especially when combined with the excellent warrior IAS skills), and others can add interrupts or other benefits to attacks.
 * Various skills can be used in Warrior/Ritualist farming builds, such as Vengeful Was Khanhei and Vengeful Weapon.
 * Death Pact Signet can be useful for resurrecting your monks in high-end PvP such as GvG.

Warrior/Paragon

 * This combination can be used for the Flail Spear build, using the IAS skill Flail and high attributes in Strength and Spear Mastery to deal damage.
 * In HA, warriors often equip Song of Concentration to help their Ghostly Hero cap the altar.

Warrior/Dervish

 * Rending Touch can be used as an enchant removal.
 * Since a recent change to Warrior's Endurance that turns it into a skill and not an stance, warriors can deal outstanding DPS using a scythe and energy based attacks with quick recharge such as Power Attack, Eremite's Attack, Chilling Victory (at least in PvE), Protector's Strike and many others, while allowing the use of an IAS to keep DPS even higher and not running out of energy. These warriors also use powerful skills to boost damage even further (in PvE) such as Aura of Holy Might