I'm sure many of us started off as warriors and tried playing PvP only to find how terrible they are in arenas... errr, how different they are. (okay okay... how difficult they are to play

A lot of warrior abilities and skills provide defense only to themselves and since in PvP, warriors are rarely targeted first.. much of what they used to be good at then, now stinks. Why? A complex answer with many perspectives but in short, I think other classes simply have better counters to stop warriors making the warrior's fearsome DPS output irrelevant in PvP.
At first I thought, "wow, warriors suck" but as many people on this forum have spoken or rather religiously argued: “The warrior is balanced. You just suck.” Well, I can't argue with that. If they can win in PvP and are selected regularly in arenas, obviously they're doing something right. Anyways, my post isn't about how different the warrior role is in PvP but rather how we can add new skills that can somewhat refocus what warriors do best so that they're useful again in PvP... well, in it's current form that is as the environment is always changing.
[/end my thoughts]
Why not add MORE area of effect warrior skills that provides bonuses to allies or other skills that help protect allies? Or even some interrupting or cross-class elemental defensive skills?
EXAMPLES:
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HARM’S WAY – Stance (Tactics)
For 10-20 seconds, whenever target nearby ally takes damage from an attack, redirected the damage to you. [Damage dealt to you this way is reduced by your equiped armor].
The skill is a stance so it will limit what skills a warrior can use but imagine how neat it would be to throw the stance on your caster. Also the nearby ally part will force the warrior to stay in close proximity to his "mark" (perhaps within aggro circle?) to stay true to the stance. It’ll be a great way to save casters whose life are low.
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”HOLD THE LINE!” – Shout. (Tactics)
For 8-18 seconds, you and nearby allies gain +24 armor against melee damage and can not be knocked down but move 33% slower.
Shields up counterpart but nevertheless a great shout to use with “Watch Yourself”. Hopefully the reduction in speed and armor bonus only for melee damage will offset the no knocked down bonus
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FLANKING SLASH – Sword Skill. (Swordsmanship)
If this attack hits, you strike for 5-9 more damage. If your target is also being attacked by an ally, you have a 10%~34% chance to interrupt target foe’s action.
A skill like this would encourage focused group attacks and would be a half decent interrupting spamming tool. It should probably be a low cost adrenaline skill like “sever artery” to really be effective but the fact that you need someone else to attack your target makes the skill more interesting to use.
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PIERCING BLOW – Skill. (Strength)
For 8 seconds, your melee attacks have an additional 1~10% armor penetration bonus.
Didn’t really think about this one much but how imagine how neat this skill would be if you used it before a final thrust or another high-damage melee attack.
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RESIST CONDITION – Skill. (Strength)
For 7-12 seconds, remove all negative conditions on you [and you are immuned to those conditions]. When this skill ends, return all removed conditions. (Lose “X” damage for each returned condition or Returned conditions last 50% longer).
Cripple getting you down?