The shaman section has a thread like this (though it's about PvE too), we should have one too.
Contrary to all the bitching we've been doing in the past month, I don't think Warriors are too far off the mark as far as mechanics go. Enrage uptime is going to need a lot of monitoring and tweaking from season to season because Blizzard are obsessed with making Warriors a rollercoaster, but otherwise I think our needs are fairly minor:
General Warrior needs
- Warbringer's stun should be on a separate DR timer from most other controlled stuns. This may require it lose the extra stun component and just become a simple knockdown; I'd also add a 2 second root effect to it (only DRs with itself) to make Charge actually useful against vehicles. Right now, no one is going to pick Warbringer over either other option because of the DR problem.
- Victory Rush should be enabled when any target you have directly damaged (i.e. not a Deep Wounds tick) within the past 6 seconds dies. If Victory Rush is going to be our innate heal, I'd like for Protection to be able to use it and for us to not be completely screwed by our own teammates if we don't get the actual killing blow.
- Hamstring range should be extended to 10 yd and, like Monk's new Disable ability, it should automatically reapply itself to the nearest target that you have Hamstring on periodically. I don't think we actually need Piercing Howl so much as we need a reliable snare that extends past melee range. I think Piercing Howl with a 15 yd range is strong enough that we should have to make a choice about it. Hamstring should cost 3 rage (it shouldn't be free but it should be almost free.)
- Glyph of Long Charge should become just inherent. I can't think of any Warrior, in PvP or in PvE, that doesn't take this glyph except Fury on live since they can't really use Charge.
- Like the typo says, Deadly Calm needs to be renamed Deadly Clam (see: glyph of incite.)
- PvP Gloves equip bonus changed to: Reduces the duration of Disarm effects on you by 60%.
- PvP four-piece set bonus changed to: Your Heroic Leap frees you of all movement impairing effects.
- Shield Wall no longer requires a shield, but reduces your damage dealt by 40% (50%? 60%?) while active if you are not wearing a shield.
- Spell Reflection no longer requires a shield, but reduces your damage dealt by 40% (50%? 60%?) while active if you are not wearing a shield.
The idea is this: we already have most of the tools we need, they just need to be tweaked. Warbringer is unattractive because it DRs with all of our other stun choices and most other stuns. Hamstring is fine, but it's not doing the job it needs to do (allowing us to stay on a target for at least a few seconds after charging to them) and the Disable concept is just an amazing idea for melee-range snares like Hamstring. Everyone takes Long Charge, it shouldn't even be a glyph. Our PvP set bonuses are, honestly, outdated; changing them to what I mentioned gives us an innate method of freeing ourselves from roots/snares on a somewhat lengthy cooldown (45 sec, 30 if glyphed) and keeps our free weapon chain.
Shield Wall and Spell Reflection ideas are just an idea I had to make us less dependent on using macros just to even be able to activate these skills as Arms or Fury. Know how some Rogue skills do more damage if you use a dagger, but can be used with any weapon? Like that.
- Concussion Blow needs to be returned. If Protection Paladins are keeping Hammer of Justice and can buy talents to gain more CC, I don't really see a reason for Warriors to be losing their long-duration single-target stun. Cooldown can be increased to 45 sec if necessary (shorter than HoJ, but Concussion Blow can be avoided and requires melee range while HoJ ignores avoidance and extends to just past melee range, CB is also 1 second shorter than HoJ.)
- Demoralizing Shout should affect all enemies within a 100 yard radius. It's supposed to be our answer to Barkskin, but applying it a ranged class with only a 10 yd range will be virtually impossible. Hell, 10 yards probably isn't even wide enough to apply it to approaching adds in PvE! If we're going to be given a short-cooldown/small-effect damage reduction cooldown, it should actually function like one! Intimidating Shout doesn't count because you can't attack a target affected by it without breaking it (unlike stuns.)
- Possibly personal opinion, but I'd like to be encouraged to use Heroic Strike instead of defensive abilities sometime. I want tanking in both PvP and PvE to be about balancing your resource usage between more damage and more defense. A good tank should be able to survive a long time and ease the strain on their healers; a great tank should be able to do that while also producing good pressure (for a tank, anyway.)
I'll update Prot when I have time.