Even if Holmgang is just a type of insurance policy, it's a really bad one. And having it generate wrath stacks no matter the action you do, for just 6 seconds? That's 2 or less wrath stacks you'd be getting either way assuming you're at least 1 heavy swing into any of your main rotations. Or if you use a wrath stack buff, etc. Even then it'd still be gimped, because it's most attractive feature, and the reason it's used the most is to save yourself, which is hardly ever hit. (As is, if you don't hit 1 HP, using Holmgang was a waste)
My suggestion for Holmgang would be this:
- Increase duration to 15 seconds.
- Remove the root, and turn it into something like Tempered Will.
- Change the pull to a gap closer. Doesn't matter it's range, even if it's short, the pull does nothing for bosses.
- Make the target fixate to you for it's duration.
- You cannot go below 1 HP for it's duration.
- For the duration of Holmgang, your Wrath stacks will "Overcharge" to some legendary 6th stack or something and essentially you have a permanent 5 stacks of wrath effect for the duration of holmgang.
Alternate:^ For every 2 seconds of Homgangs duration, you immediately gain 2 wrath stacks.
Now sure, it sounds like quite a lot, and Paladins would probably throw a fit. But think about it.
They have Hollowed Ground. 10 seconds of immunity to just about all damage. Meaning they take NO damage at all, meaning they don't even need heals for it's duration. Holmgang, the Warrior is still going to need to be healed, if not throughout the entire time, towards the end of it's expiration so they don't get smacked as soon as it drops and die. Ontop of this, BECAUSE they do still take damage, they have permanent capped Wrath throughout the entire time. Damage boost (Obviously people will probably use it with Unchained and Berserk), and an Inner Beast every 3 seconds or so, meaning that's a permanent 20% damage reduction and a small self heal every time. It will allow the Warrior to almost fend for itself for the duration of Holmgang, by mitigating what it can, and taking back what the boss took from it every time it can, giving the healers time to focus elsewhere.
Not so much different from Hollowed Ground in terms of survivability, only 1 takes damage and lasts a bit longer, while the other one is just flat out immunity to everything. (Anything that hits through Hollowed Ground also hits through Holmgang btw)
And if permanent wrath is too much, then 2 wrath every 2 seconds would be good, if not even better, because wrath generating would still be viable to cap your wrath as many times as you can throughout the duration of Holmgang.
P.S No, Holmgang is not nearly instant lol. It has basically the same delay to it as Hollowed Ground has.
(inb4 the plethora of holy justice paladins who feel that Warriors should never have any skill comparable to HG, and that by wanting Holmgang to be comparable to HG in terms of saving your ass, you play Warrior wrong)