I've loved the idea of a pure resource management tank since 3.x and like this rework for that reason. Not gonna hold my breath though.

The current hybrid build between WAR and old DRK is lacking bc there is a gap in the resource generation loop among other issues which have been spelled out all over the DRK threads. Instead it's blow everything you have then build it back up and wait for the CDs. The model should be freely transferring your resources between mp and blood, while maintaining hp levels, and doing damage/mitigating in the process.

All that being said I'd cut spinning slash. If you want it for keeping the math on mp generation the same then attach a non mp resource to it or give it a part time buff.. Something subtle like increased parry rate or slight shield mechanic from GNB. If it's just going to be there for the sake of getting to power slash the cut it.

That said, I like it, it would rather play it than our current version.