A while ago, I made a topic here about spiffing up Charge with a mechanic change along with some complimentary talents that would make Charge a bit more formidable in PvP without making it uncounterable. Now I'm continuing with some hopefully interesting sounding ideas of talents designed to help alleviate the issue most Warriors face, getting kited. As I've said before, I find Warriors to be the easiest class to kite, both as Holy and Ret. I'm sure it's not their fault, since a lot of classes just have the toolkits to get away from Warriors. I'm sure they get the uptime they need in 3s and 5s, but I find it a bit unfair to Warriors how much support they need in order to do their job.
I attempted to broaden their use by adding a small amount of dps increase so that Warriors would use them in pve. I tried to balance the effects so that any Warrior could find a use for them in both PvP and PvE. I hope I did a decent job. Let me know what you think.
10 yd range
30 sec cooldown
Chains the target to you, increasing your critical strike chance on that target by 5% for 8 seconds. If the target moves further than 10 yards from you, they get pulled to your location, ending the effect.
I just find this to be a very interesting effect. It's like a Warrior's personal Ursa's Vortex to keep an enemy within reach and will hard counter ditching skills like Disengage and Blink. The 5% crit offers a little incentive for enemy players to try and break the effect early, even if they prefer to be in melee. What worries me the most about it is if the Warrior decides to Heroic Leap or Charge another target, which would fling the chained target a pretty long distance, although I also think that would be pretty hilarious. I gave it a 30 second CD so it couldn't be used every Charge.
Increases the range of your melee attacks by 10 yards and increases the damage of your area of effect attacks by 10% for 10 seconds.
This extends your reach so players have to kite much farther away from you, making you almost half ranged class! This talent would also affect special melee attacks, like Hamstring and Pummel, although I don't think I want it affecting AoE skills like Whirlwind and Thunderclap, although I'm still debating that. Regardless, this skill is the obvious choice for AoE situations in PvE and PvP, which is why I had to put a Rage cost on it. Basically, you need to Whirlwind 4 times in the duration to get a dps increase. However, free AoE skills like Bladestorm and Dragon Roar will experience a flat damage increase, which forced me to keep the damage increase as low as 10%.
5 sec cooldown
Reduces damage taken by 30% and increases the damage of your next autoattack by 100%. This effect lasts for 5 seconds or until an autoattack is made.
I made this one specifically for Warriors who think they will get kited regardless of their efforts and want a tool that will reduce the penalty of being successfully kited. To prevent it from being spammed, I put a 30 Rage cost, forcing the Warrior to eventually get back in melee range to generate some more Rage. I also forced the skill to end once you get a hit off so people wouldn't treat it as a 5 second CD defense skill. It will reduce your active DPS to zero while it's active, so it should only be used during down time. In raids, I could see this being used right before a big attack from a boss. While it may seem very poewrful at what it does, I believe DPS should be focusing on survival, even if it reduces their damage and this skill thinks along those lines. For tanks, I think Shield Block will mitigate more damage as well as allow the tank to keep attacking, which I think will balance out the reduced cost of this skill when compared to Shield Block.
I had to compare this Talent to the Rogue's Elusiveness talent, which is 30% damage reduction for a skill that already is designed to reduce damage taken with no CD and a 20 Energy cost that lasts the whole 5 seconds all the time. However, Rogues don't have Defensive Stance, which the possibility of using both at once balances this talent being a little weaker than its Rogue counterpart. The 100% additional autoattack damage was purely to alleviate the inevitable dps loss from using this skill in both PvP (for burst afterwards) and PvE. I'm actually worried the extra damage will outperform Heroic Strike while costing less and having a 5 second CD. I might have to think of another effect, but I do want an offensive property for this skill.