Currently and for a While now the only two viable options for flag carrying in PvP has been Druid (reigning king) and DH. When are other tanks going to get some support in the ways of PvP talents to make them viable options and substitutes for the current meta that has been going on for years now? The reason why these tanks are even remotely as effective as they are is because of their increased mobility over other classes, if you stack them up against other classes they fall short in turns of over all survivability.
I propose just putting in 1 pvp talent for each other other classes as a way to help them out in terms of making them viable as flag carriers in RBG
Warriors - Heroic Leap gains additional 2 charges, it’s cooldown is increased by 35% but can now be used while Stun or Rooted. Resets the cooldown of intimidating shout if an enemy is damaged by the landing.
Paladins - Divine Shield no longer causes immunity to all damage, instead it now prevents all CC abilities and reduces damage taken by 40% for 8 seconds. This abilities effective duration is increased by 1 second and damage reduction increased by 7.5% for each debuff removed to a maximum of 12 seconds and 70%. While active you become a beacon of virtue empowering all those around you reducing all damage taken by 10% and duplicating all healing received as holy damage, healing all raid or party members around you for 30% of the damage.
Monks - Niuzao Charge - Replaces roll (chi torpedo) - Extends the range by an additional 10 yards, while charging you embody Niuzao, the black ox. All those caught in your path are stunned for 2 seconds and take 5% damage, you are healed for this amount. If your are stopped short of your destination, you gain empowered charge that removes all CC effects and prevents CC for 3 seconds after.
Death Knight - Improved Ice Bound Fortitude - Ice bound fortitude now grants an additional 50% damage reduction. While active you gain one empowered charge you can used by activating on of your other CDs to turn it into an Aura for the same duration for all party or raid members in 40 yards. Dancing Rune Weapon, Vampiric Blood, Anti-Magic Shell, and Death’s Advance.
The idea here would be to crank up the mobility or survival of other classes to help them get across the field. For example with the death knight, this would lean heavily into an escort and protect scenario. So even though they might be the fast getting across the field, there is a good chance that if you were to engage them while they were going to get the flag, or have already picked up the flag and moving as a unit across the field they would have the advantage because of the numbers as well as raid CD to use. Same with Paladins, these classes are not gaining any mobility it just changes the game strategy to make them more effective.
Warrior and Monk are those fringe classes that could escape but have some difficulty surviving or escaping. The spirit behind these abilities would be to give that bump over the edge. Warrior could jump into the thick of battle fear their enemies as a peel or to get heals, the jump away. Monks would be able to roll through or charge as the embodiment of Nizauo tramping those in their path and healing themselves in the process.
Just some ideas, but lets be honest this is all hopeful wishing. The best the devs will do is something like I’m gonna make everyone’s CC last shorter and reduce burst damage, yet your still in a poor state but its better right? We painted over the rust so it looks good, but it still pretty crappy.