I have a love hate relationship with Wrath and Archon for that matter. This is a topic that I felt I should at least comment on since it's come up on many occasions. There is no fundamental flaw with having a 2 minute cooldown ability that transforms your character and is really powerful, the problem is when it becomes a forgone conclusion that these AWESOME abilities are up 100% of the time and instead of being excited that they are up you are annoyed when they fall off. We have talked about what if anything we want to do with these abilities in the long term. I will say we have no short term plans to change them but we don't like that they aren't fulfilling their original purpose which is to provide a really awesome button that mixes up the tempo of combat for a small window of time.
The problem with these abilities is by comparison the class just sucks with the typically build that support than when they are not active. With the barb, you end up as just a crappy, near useless barb for most builds (attack speed too low to be fun, crit chance too low etc).
With wizard, you end up having to deal with crappy class mechanics unless your archone support is a CM wiuz designed to just you back into archron as quickly as possible - and this is directly due to blizzard policy of continually nerfing the proc coefficients of other skills.
In early days - we had great proc coeficients on spectral blades, meteors etc, so out of archon mode yuou could have an effective metoer build that served to both deal damage and via cm, reduce your archon cool down, or perhaps have spectral blades. But now - one nerf after another after another and meteors is now completely useless without twisters etc to fuel it (ie a CM twister build core), or a WD running around after you spamming globes to fuel your AP.
Spectral blades deep cuts is still semi decent damage, but useless proc co-efficients for such a harzardous skills to use (wizards dot get the 30% DR that monks and barbs get to compensate for being melee).
So whats can we say? YOU nerfed us into these builds and corners - now you going to nerf even more to try to fix the mess?
How about actually playing the classes - how about actually thinking about what you do rather than these apparently ill thought out nerfs to class mechanics one after another.
Good class mechanics with decent synergies can be fun, however I agree WoTB-ToC needs a rethink. Not because its OP, but because its the only way for a barb to get any CC immunity at all (alternatives being sprint/leap/charge to get away from CC rather than be immune).
Also WoTB-ToC is something alot of barb find annoying to play with, though oif course they like the much faster and smoother play with higher damage that results. But you cant stop, you have to keep going at max pace all the time else the damn thing runs out and you have to wait for ages.
WoTB ToC in my mind would work much better if its mechanics was more like monk sweeping wind - ie it times out after a few seconds out of combat, but its on say only a 20-30 second cooldown with increased fury cost to activate, so it can serve as a in combat boost once you have gained enough fury. The CC immunity should be moved to leap and sprint, so any sprint active or when you leap you get the CC immunity (like WD spirit walk), but only for the first second after activation of sprint (in line with how DHs use lingering fog sometimes). This would preserve existing builds, make them MUCH more group friendly as barb dont have to keep running off to maintain WoTB, AND present barb with a choice around CC immunity - get it from sprint and say choose overpower instead of WoTB-ToC.
While on the subject of CC immunity - wizards need something, for example, all amors should grant CC immunity for the first second after activation.
Make the CC immunities grnated via such improved skills something you have to activate *before* you get CCd rather than something to get you out of a CC - that way there is an element of paying attension to whats going on around you required.