After a few hundred matches in crystal my experience as WAR is that I'm the primary target about 80% of the time. It's not about defending other people at all. It's about surviving long enough to make good use of my CC abilities to secure assists for my teammates.
Since I am the bait, my uptime is very low. I pull in a target, wait for them to purify, stun them, and them immediately begin retreating while trying to heal and shield. Hopefully my teammates can convert that into a kill, but I don't have the luxury of hanging around to find out. About 1/3rd of the time I'm already dead at that point since all 5 players are chain stunning + imping me. If I do so survive, about half the time I end up with 1-2 people breaking through our lines to chase me back to spawn so they can try and finish me. My teammates are aware of this about 0% of the time. At this point I serve as the distraction. I continue to retreat towards the closest spawned potion. If I can get to a potion then I get to live (yay!) and I'll start making my way back to my teammates.
At this point attention has finally shifted to my teammates so I can rend in and complete a small burst on the lowest hp enemy before I become the primary target again. If my teammates are paying attention then they'll focus that target and eliminate it, otherwise it's shield and retreat time again. If we can get a couple of kills then I don't have to retreat anymore since I can heal fast enough against 2-3 players to not be bursted down. At this point it actually becomes fun to play and I can begin doing my rotation, escorting the crystal, and using my CC abilities to maintain control. One of the most underrated aspects of this control is WAR's ability to prevent stalling by using primal scream to drop your opponents' guards. It's actually better to use it against one or two shielded targets instead of waiting for the whole enemy team to show up first. If you can kill the stallers in the ~10 seconds that they were expecting to have before their teammates show up then you've turned that 5v5 at the finish line into a 5v3 which they're going to lose.
Once the CC snowball has crossed the finish line you can expect to show up dead last on your team in damage and receive zero comms because people don't realize that you were the punching bag for the first half of the match and contributed through CC instead of DPS. If you die early and the snowball doesn't happen then you can expect your teammates to start spamming "nice job!" and "good match!" as if you weren't already desperately trying to purify/heal/shield through all the sleep/stun/silence/imp spam that they didn't have to deal with.