I use Chain Lightning, fade step, fade cloak and spirit blade. Was able to solo Perilous without issues (and I mean, a real solo, not a group solo). Fade step allows you to survive by rapidly generating some barrier without mana
I've done this build a couple times and this is the most survivable build I've seen for the Arcane Warrior. The only downside is you can't really help your team when necessary. You can't crowd control and you can't stop attacking, you're pretty much playing lone wolf in a group. By trading Fade Step for Pull of the Abyss, you trade survivability for teamplay as it's easier for your teammates to survive the incredible aggro you bring.
As for the "Solo" part, it's a good example of bad insight. You use all the extremes to reach a conclusion that doesn't work in normal gameplay.
First and foremost, enemies scale with the number of players. Thus, soloing is by far "easier" for strong characters than with a group of 4.
Second, the Arcane Warrior benefits from having all the aggro. The more melee enemies you have in front of you, the more survivable you are. If you don't have most of the aggro, you'll die much more easily.
Third, enemies positioning is different when you're soloing than when you're in a team. When soloing they'll tend to be a short distance from you and packed together, when in a team they'll tend to be all over the place. Enemies will also come to you if you're soloing, which means you don't need to run all over the place to kill them which in turn lower the time where you'd be vulnerable. Thus, it's harder to play in a team than in solo because of the way enemies move.
So please stop using "Solo" as an excuse for Arcane Warriors "easiness". It's very strong but it takes advantage of all the game mechanics at the same time, it's the best case scenario. Introduce 3 teammates and you'll begin to die because the odds aren't all stacked against the enemies now. As I said, be careful before bringing a flawed example as an argument.