I admit that my comment is based on what I already know about DRK and what is associated with it, which is why drains feel more natural to DRK than WAR. I'm not alone on that one, because a lot of people were speculating DRK would be a job branching off MRD because it had Bloodbath.
If you want a tough combatant feel, I'd still go the ignore pain route. Refine the idea behind it, or turn it into active mitigation that costs wrath stacks (you'd need to redesign inner beast for this) and it would still feel relatively the same. Your WAR instead of magically recovering HP from attacks is now gritting his teeth and is so tough parts of certain attacks don't hurt him at all.
Considering fracture is rarely used as is, increasing the damage won't really help. The reason I suggest turning it into a skill that reduces the damage the mob deals to you is to give WAR an additional mitigation tool that still has some opportunity cost due to Fracture's relatively low damage. If you truly want to take WAR in the direction of using more skills to build up their mitigation, such a version of Fracture would easily fit as part of that.Personally I just kind of to see Fracture as a skill that (1) deals potentially heavy damage, (2) creates personal bonus damage, and/or (3) mitigates (in the sense of Fracturing an enemy's ribs, their armor, or their arms), based largely off recent outputs and/or inputs. Go ham on an enemy in Deliverance and then Fracture to deal a finishing burst, or Fracture into an improved Zerk-triple-Cleave, or from Defiance and sap enemy attack power based on amounts you've been mitigating thus far.