Quote Originally Posted by Claire_Pendragon View Post
While Im not currently looking at all the comparable numbers like CD timers, you'd lose 15% dmg from tank stance in larger pulls, and stopping to flash between would effect your over all dmg done.

I honestly dont think it's as broken as you make it out to sound. (But its a good reference to compare it to them)
Another possibility, is just lowering the potency of the GB DoT when spread by CoS. (Though I'd not really like this option too much, due to the fact most mobs should be near dead by the time u even land this attack.)
Just another idea to toss out then:

In place of Provoke, now a role-skill, add Brandish, a physical AoE, with some things that differentiate it from, say, Overpower or Unleash. Add the Gladiator trait, Into the Fray, which generates mana an a tiny portion of TP with chance mitigation dealt. Riot Blade in turn now inflicts a 12-second extendable bleed instead of generating mana. (Later applications extend, rather than replace, the DoT.) Goring Blade duplicates the bleed, increasing its duration on the main target by up to 24 seconds, and splitting the remainder to inflict or extend the DoT across all nearby enemies.

Brandish - Weaponskill - 120 TP - Strikes once per nearby enemy across random nearby targets, inflicting 50 potency (-10 per repeated strike) and extending most debuffs by up to 3 seconds. This does not break combos. Additional Effect: Following a block, Brandish causes your next weaponskill to duplicate 50% of its effect as an AoE.

This would be about as ridiculously powerful, but it would also integrate more points of decision into gameplay, and should feel more involved overall. Try it on for size, and see if that level of setup is at all to your liking. Just some idea exploration to pin down what areas of power would or would not make enjoyable gameplay in actual practice.