Some basic suggestions for warrior changes in WotLK. This is just some ideas I have kicked around and what trees they end up in or the exact numbers are open to debate. Thanks for reading, and keep in mind this is somewhat a draft.

Shouts are re-worked as "presences". Each presence acts as an aura and not a buff, 1 "presence aura" per warrior. Re-work the talents to include effect and area effect in the first tier, combing booming voice and commanding presence. Improved demo shout is replaced by 5/5 talent to add effects to the various presences.

- Improved Presence - aptly named...but needing a new one
Demoralizing Presence - reduces damage dealt of all affected enemies by 1/2/3/4/5%
Battle Presence - increase damage dealt by all affect party members by 1/2/3/4/5%
Commanding Presence - party members have a 1/2/3/4/5% chance to recover 5% of their health over 5 seconds after being the victim of a critical strike.

Several reasons behind this: warriors have 15!! points worth of shout buffs in the start of the fury tree that simply are not worth it over current talents. As a presence there is no need for a duration increase so we can remove those talent points. the increase in area of effect and effect itself would then be more tempting as 5 talent points compared to 5% crit or unbridled wrath. The improved effects would be useful no matter what situation the warrior is in.

- Weapon Specialization. It is REALLY annoying to respec between swords and maces. The poleaxe spec buff is nice and much needed, however polearms really don't exist that warriors can use at level 70, so itemization becomes a concern as well when addressing this talent. The proposed idea of multiple specs per character with a cheaper respec cost would be nice, but does not solve the issue of multiple weapon specializations.

- Unstoppable Aggression (needs a rename) - A 5/5 talent in the same tier as weapon specialization (or perhaps some love for fury wars here) for snare/root resistances based on rage. 1/2/3/4/5% chance to resist snare and rooting effects per every 20 rage. so fully talented at 5/5 100 rage would increase resistances to snare and root effects by 25%. 50 rage would result in a 12.5% increase in those resistances. This of course would be tweaked to be a reduction in time stacking or not stacking with other effects, given blizz is moving away from resist and more towards reduced duration.

This talent would address one of our biggest issues, which is CC (spamstring jokes aside). assuming charges are fixed and spell reflect is tweaked to be more inline with something like cloak of shadows and not something so easily turned aside by casters, this may not be necessary. For a warrior with full rage it will give us the opportunity to get angry and dump that rage. When compared to toughness for enhancement shamans, freedom/cleanse for ret paladins, imp sprint, vanish, and cloak for rogues, warriors don't have the same ability to break CC and get back in the fight. If charges are fixed it will help, but to intercept a jumping target with a slowing effect on yourself pretty much guarantees you will be out of melee range and the stun wears off before you get back in melee range.

Warrior UA will also help given warriors will now be far more susceptible to fear. Right now against say RMP (which I know may not exist at 80) to berserker rage a gouge is not an issue because you can deathwish a fear. Without deathwish warriors must now make a decision about which CC to break. By removing some root/snare this will ensure we are not the most easily CC'd class in the WotLK. My next suggested talent builds on this.

- Weapon Specialization II - a temporary name of course, but in the same tier as the new (above) Weapon Specialization listed above or perhaps again another opportunity for fury wars to get some love, split snare/root resist talents between the two trees. This talent would give a 33/66/100% chance to break certain CC affects based on weapon type using the whirlwind ability. For instance, sharp weapons (swords/axes/polearms) could cut roots using WW, allowing you to break that CC early. Likewise, blunt weapons (maces/staves? <-lol) would allow WW to break ice effects, such as frost nova or freeze. This would be applied not only to the warrior himself, but to a party member. While this is not a simple talent and would require much more coding and testing to implement, I think the game mechanics changes would be in-line with some things blizzard is already doing. This could also be used via heroic strike, targeting a friendly target to remove CC or a foe to deal damage. This would give it an effective cooldown of weapon speed but also use rage and prevent us from gaining more, a truly defensive sequence.

Let’s face it, as warriors we have very few defensive abilities to help our party. A weak fear every 3 minutes, disarm to be applied to melee classes only and usually accompanied by an intervene. To be able to run up to a friendly healer who is in a freezing trap and smash the trap would be pretty epic, and given only WW can do this (and should be given priority only if the CC'd player is targeted by the warrior, as one of the 3 targets) it would be controlled since it is on a cooldown.

This would again address the issue of CC, and still not affect things like fear or polymorph, but give a warrior an advantage against certain forms of CC without affecting the expected parity at level 80. I think it would be balanced in the sense that we are sacrificing dealing damage with some of the hits of WW to break said CC, and burning rage defensively, something PvP warriors rarely ever get the opportunity to do.

- Spell Deflection - new ability/talent. Essentially spell reflect but not requiring a shield and capable of being performed in any stance. Rather than reflecting the spell back at the target, it is harmlessly deflected away. Short of a rework to tactical mastery or spell reflect most times reflect is pretty useless in PvP, and unless timed perfectly it is harmlessly wasted on a recast of CC or a rank 1 spell.

- Weapon Mastery - change the reduced 2% dodge to be 2/5 expertise. Put this talent in the Arms tree, possibly in an early tier in place of improved charge or in a later tier to replace one of the former weapon specialization talents. Unless the Arms and Fury trees are going to be viable in both PvP and PvE, Arms will remain the PvP talent tree and disarm time is not useful in PvE. Unless, as mentioned again below, blizzard is trying to give fury warriors some ability to PvP, then leave it.

- Blood Frenzy – Give it back to fury warriors, unless like said above, blizzard is attempting to make warriors viable in any aspect of the game in any spec. If so, this is still a necessary ability in order for MS warriors to raid.

- Improved Charge(s) - an underpowered/overrated talent. Update or remove. My suggestion would be to increase the physical damage taken by the target by 10% when using Charge or intercept for the duration of the stun, which would be better given the increased duration of charges via Bull Rush.

- Incite - Add revenge to this. Given the damage increase it could become a mainstay of threat generation similar to shield slam and would allow warriors to use the 15% crit of revenge and heroic strike to bypass cruelty if desired.

- Titan's Grip - Instead of a reduction in both weapon speed make it an increase in off hand weapon speed. Right now the amount of stats you get from using 2x 2H'ers is not worth the rage starvation or reduced attack speed. Give the off hand an increase in speed, since it already has a decrease in damage, and allow it to hit somewhat harder. This needs some form a rework and it needs to be a buff.

- Incapacitating Shout (new ability) - 10 rage, 20 yd range, 1 min cd. Disorients the target. Basically a blind/gouge single target CC ability. Similar to the effect of your target during an intimidating shout except with the 3 min CD and need of a close range target to fear etc etc... I thought about suggesting a rework to intimidating shout in place of this but i don't see an issue with both co-existing.

Lastly, a semi-warrior suggestion. Have resists/reflects trigger the diminishing return timer. Other than the mana/time cost of a recast, there is no penalty for not having yourself geared out in that area. Just a thought.

Again, thanks for reading. Suggestions and comments always welcome, and know that this is from the perspective of a pvp warrior who does the occasional 33/28 raid on the side.
-Azain