If this adjustment is about PvP and/or twink warriors being OP, then feel free to disregard this post.
However, I honestly don't believe that changing Jugg is a viable way to "fix" the warrior situation in PvE, which is the main concern players have with class balance at the moment.
The entire problem with warriors in PvE is that they slow down runs immensely, they find it increasingly difficult to hold aggro, and skills that should be blocking boss windups are no longer doing that. I don't see warriors in PvE having any issues with lack of armour or health, making this adjustment irrelevant for that aspect of the game.
The way the Juggernaut taunt is set up just doesn't work in a situation where you are supposed to be holding aggro against high damage, fast-hitting companions (rogues & mages). The length of the cooldown also makes this skill impractical at best in PvE.
I think it would be better to give chest splitter a proper reach and allow it to block windups again, and possibly give windmill back some of its original oomph and have it strike 5 mobs not 3, or else throw taunt on Vengeful Blood.
Another option would be to make it so that if a warrior is present, the party has 50% immunity to the debilitating effect of the map - (this would be stuns in Ren'Gol or poison pools in Shuyal, etc.)
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