Feedback:User/Taki Fujiko/Warriors, their place in PvE and Tactics

Currently warriors are the worst tanks in-game right now due to powercreep towards other classes like the Dervish and the perma Shadowform assassin. Tactics has in general developed into a VERY lacking attribute line and is in dire need of re-work for both PvE and PvP. Warriors need to be re-established as PvE tank and their abilities to protect allies in both PvE and PvP need to be strenghtened. For this to happen, a basis in the form of a Strength attribute mechanics change must be created to prevent secondary-class abuse. The strength suggestion is inspired by the recent changes towards Spawning Power and weapon spell durations. PVEPVP-splits will be marked.


 * STRENGTH
 * When you use attack skills, each point of Strength gives you 1% armor penetration. For every 4 ranks in Strength, your warrior stances last 1 second longer. Many skills, especially those related to surviving and inflicting damage, become more effective with higher Strength.


 * Reduce duration by 2 seconds.
 * Reduce duration by 2 seconds.
 * Reduce duration by 2 seconds.
 * Reduce duration by 2 seconds.
 * Reduce duration by 2 seconds.


 * TACTICS


 * PVE ONLY: Reduce recharge to 25 seconds.
 * Functionality change. Shout. ( seconds.) Party members within earshot move 33% faster. Fails unless you have at least one foe within earshot. Ends for each party member if they use a skill.
 * PVE ONLY: Remove recharge.
 * Reduce duration by 1 second.
 * Functionality change. Skill. (8 seconds). You block the next attack. If it was a melee attack, your attacker takes damage and inflicts Bleeding condition. ( seconds). No effect unless you have a sword equipped.
 * PVE ONLY: Does not end on attack.
 * Shout. Adjacent foes lose Energy. Reduce recharge to 2 seconds.
 * Functionality change. Elite Stance. ( seconds.) You have 75% chance to block. Your attacker takes damage whenever you block a an attack this way.
 * PVE ONLY: Remove armor penality.
 * Reduce duration by 2 seconds. PVE ONLY: Increase range to "nearby".
 * Functionality change. Skill. (8 seconds). You block the next attack. If it was a melee attack, your attacker takes damage. No effect unless you have a sword equipped.
 * Reduce duration by 1 second.
 * PVE ONLY: Shout. ( seconds.) Party members in earshot have a 50% chance to block projectile attacks.
 * Reduce recharge to 10 seconds, outclassed by Sprint.
 * Restore it to its previous state. "Deals + damage. If you strike a foe with less health, you gain health." Totally outclassed by the dervish skills.
 * PVE ONLY: Increase cap to 10 foes at 15 tactics.
 * I have long thought about this one, as it is pretty difficult to balance, but it's basically the backbone to the whole tactics line and was made useless at some point in the past because it provided an unstrippable permanent 33% damage reduction in PvP. I've come up with the following:
 * PVE: Shout. (10 seconds.) Party members in earshot have a 25% chance to block attacks. Ends after blocking attacks. 5 Adrenaline.
 * PVP: Shout. (5 seconds.) Party members in earshot have a 25% chance to block attacks. Ends after blocking attacks. 5 Adrenaline. 4 Recharge.


 * SUNSPEAR SKILLS
 * For seconds, all other party members gain 40 armor plus 10 for every 2 ranks in Strength (Maximum: 100) armor.

This will effectively put an end to the "Imbagon" build that makes defensive warriors totally redundant in PvE currently. Paragons will still have "There's nothing to Fear" and Warriors don't have leadership.

If axes are about damage and spikes, and hammers are about knockdowns, then swords surely must be about condition pressure. However, they are currently the worst melee weapon by far.
 * SWORDSMANSHIP
 * Totally outclassed by Jagged Strike and Barbed Spear. Reduce adrenaline cost to 2 or 3.
 * Functionality change: If Quivering Blade hits, you strike for + damage. If it is blocked, Quivering Blade is disabled for 4 seconds, and your target is Dazed for 4 seconds.
 * Reduce energy cost to 5. Reduce recharge to 10.


 * UNLINKED
 * Has become totally useless because of nerfs for the very same reasons time and time again: Paragons, and Assassins with MASSIVE adrenaline generation. Solution:
 * Tie to STRENGTH. Shout. ( seconds.) You gain % more adrenaline from attacks.