Despite the excitement about the new talent system, and how positive I am about it, it's only a first step - albeit in the right direction. Looking through the system as a whole, however, it has a truckload of (in my opinion) unrealised potential as far as warriors are concerned. As I see it at the moment, there are three problems with the system:
1) Six talents feels a bit... Small. This could easily be increased.
2) Many talents, particularly for tanks, are simply too weak or situational to be of interest.
3) The overwhelming miasma of PvP is all over these talents.
To start the ball of discussion rolling, I've gone through the talents themselves and presented what I think would be more interesting for the warrior levelling experience. I've gone for ten talents in total; one picked up at level 10, two at level 90, and one for every 10 levels in between. I've tried to capture what I reckon is more interesting for every warrior, not just those who play PvP, while also taking certain liberties with what's already presented.
I started by removing Enraged Regeneration, Shockwave, Bladestorm and Avatar. Enraged Regeneration should be a cross-spec trainable ability rather than a talent, while Shockwave and Bladestorm should be in the Protection and Arms trees respectively (similar to Titan's Grip/Single-Minded Fury). Avatar is too cool to rob warriors of at all, so I'd make it the level 87 "new" ability for Mists of Pandaria.
I also chose to rename Double Time to Warbringer, while taking the Warbringer effect out altogether as the talent "Cripple" and a fix to jump-charging should already deal with that problem. Finally, I took out Bull Rush altogether because I think it's crap.
So without further ado, this is what I came up with:
Blitz: Your Charge generates 5 extra rage and stuns up to 2 additional nearby targets.
Juggernaut: You can Charge every 12 sec instead of every 20 sec.
Warbringer: You can use Charge twice before incurring its cooldown.
Impending Victory: You can use Victory Rush at any time, but with a 30 sec cooldown and a 20 rage cost.
Second Wind: Whenever you are struck by a Stun or Immobilize effect, you generate 20 Rage and 5% of your total health over 10 sec.
Blood Craze: After taking any damage, you have a 15% chance to regenerate 5% of your total health over 5 sec.
Heroic Fury: Removes any Immobilization effects and refreshes the cooldown of your Charge ability.
Relentless: Snare effects placed on you cannot slow for more than 25% at any time.
Defensive Impact: Your Intervene ability can now be used to target enemies and it increases your parry chance by 75% for 3 sec after it is used.
Gag Order: Your Pummel and Heroic Throw have a 100% chance to silence the target for 3 sec.
Throwdown: Knocks the target to the ground and stuns it for 5 sec.
Rude Interruption: Successfully interrupting a spell with Pummel increases your damage by 5% for 30 sec.
Cripple: Your autoattack hits and Rend ticks maim your target, reducing movement speed by 50% for 15 sec.
Vigilance: Focus your protective gaze on a party or raid member. Each time they are hit by an attack, your Taunt cooldown is refreshed and you deal an additional 5% damage for 12 sec.
Safeguard: Reduces damage taken by the target of your Intervene ability by 30% for 6 sec.
Blood Frenzy: Your bleed effects cause targets to take an extra 4% physical damage and applying a bleed effect increases all bleed damage taken by the target by 30% for 1 min.
Rampage: Increases the critical strike chance of all party and raid members within 100 yds by 5%.
Terrifying Demeanour: All enemies within 30 yards of the warrior have their physical damage reduced by 5%.
War Cry: Your Intimidating Shout now causes a single targeted enemy to be terrified in place for 30 sec. During this time he will be unable to move or attack, but damage caused other than Rend will break the effect.
Piercing Howl: Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec.
Disrupting Shout: Interrupts all spellcasting within 10 yards and prevents any spell in that school from being cast for 4 sec.
Deadly Calm: You enter a calm state, causing your next 3 Heroic Strike of Cleave attacks to cost no rage. Lasts 15 sec.
Death Wish: You attack with reckless abandon for the next 10 sec, which Enrages you and causes you to generate additional rage from damage received. While under the effects of Death Wish, you take 5% additional damage.
Taste for Cruelty: Increases your Overpower, Wild Strike and Revenge critical strike chance by 15%. In addition, whenever your Rend ability causes damage, you have a 100% chance of allowing the use of Overpower, Wild Strike or Revenge for 9 sec. This effect will not occur more than once every 5 sec.
Blade Reflection: Your Spell Reflect has its cooldown reduced by 10 sec and no longer requires a shield.
Magical Paragon: Your Spell Reflect will now reflect spells cast at up to two party or raid members within 8 yards.
Spell Breaker: You passively take 5% less magical damage.
Lambs to the Slaughter: Your Mortal Strike, Bloodthirst and Shield Slam abilities cause the Slaughter effect, refreshing the duration of Rend on the target and increasing the damage of all three abilities by 1%. Stacks up to 3 times.
Sweep and Clear: Your Mortal Strike, Bloodthirst and Shield Slam abilities strike their main target for 80% normal damage, but hit up to an additional two targets in front of the warrior for 60% normal damage.
Brutal Lashing: Your Slam, Raging Blow and Devastate abilities now strike an additional nearby target for 100% damage.
A couple of quick notes to all this could be in order.
I know the talents are not finished and we only got a first look; please don't remind me. I just happen to think some are pretty poor and this is hopefully the start of a discussion that gets some good feedback on the go. Secondly, this is entirely subjective and opinionated. As such, please understand that it's what I personally think would be cool and I'm totally comfortable with any disagreement to my list. Lastly, I know certain talents might not "fit" where they currently are, but we're trying to find strong choices that aren't obvious while ensuring we don't end up overpowered or just picking something that's the best of a bad bunch.
That said, have a look through and share what you think.
What would you like to see as an option for warriors in Mists of Pandaria?