Quote Originally Posted by Garnatian
WAR is just a confused job. It can't decide whether it wants to be a DPS or a Tank.
One could argue that a tank is just a dps class that sacrifices power for defense. There isn't much fundamental difference between a dps and a tank quite like there is between a healer and everything else. If not for enmity multipliers on individual skills you'd want to be doing the most dps you could.

Quote Originally Posted by Steeled
I would hope that Berserk's Pacified effect is taken away.
I don't, it's an interesting mechanic and draw back to a powerful ability. The better option would be to give MRD/WAR something they can do while pacified, like Flash. Perhaps shouting angrily or flailing your arms in an aggressive manner. That said, you can effectively do that already with Flash and Provoke even while pacified.

Quote Originally Posted by Steeled
Also, please, alter Hallowed Ground. I use the ability and I love it, but it's OP. In many situations, it's equivalent to free benediction, something that Warrior has no answer to. Alternatively, design an ability for Warrior that "most" (same limitations as HG) incoming damage heals the warrior, rather than hurts him, for 5 seconds. I say 5 seconds because if both tanks popped these at 10% health and got no outside help, the warrior would have more health than he started with, the paladin would end at the same 10% health.
Unfortunately the tank class design is ass backwards at the minute. Warriors take more damage passively and have little active mitigation to show for it, Paladins have the better passive and active mitigation. Lowering the effectiveness of one class is a good way to make another seem more appealing but it generally garners negative feedback. Of course playing power level hot potato with classes just causes a power creep, which is potentially even worse.

At least Warriors will always look the coolest.