Here is a presentation of an approach to tanking that, while not novel, is not often talked about, since it is in no way the way to go to tackle progression content. The purpose of the build is to lump together a few un-maximized warrior functions in an all-around useful package you can use effectively on many occasions:
-provide blood frenzy for the raid
-do decent dps (lower-mid tier of the dps pack, excluding dead meat) while dps'ing
-decently tank non-critical target (tunable threat and survivability)
-tank non-progression content
Talent
Talent-wise, every talent is chosen based on three criteria:
-threat while tanking
-dps while dps'ing
-survivability
The two pillars of this spec are blood frenzy (which is quite uncommon in raid warrior dps spec) and improved shield block (as good as it gets uncrushability-wise). Those two bar the way to the common warrior dps route of Flurry (which is already a lackluster with blood frenzy, being capped at 3/5). That leaves us with a 32/0/11 + 18 talent tree.
The bulk of threat generation is based on tactical mastery, offering 1.63 damage to threat bonus to mortal strike and bloodthirst while in defensive stance. While bloodthirst is more than competitive at high AP value (0.45x catches up with 0.17x+260+210 at about 1680 AP), AP is the first thing to go in tanking gear, so MS becomes the better choice, most of the time, even disregarding blood frenzy. MS becoming the core tanking ability, it makes sense to boost it with the talent, especially by getting the cycle shorter.
Here is what I use.
Talent Calculator - World of Warcraft Gear
Gear as you would for prot-spec tanking, with the following considerations:
-shield block value is less valuable, as it is a pure survivability stat now, instead of having a threat component as well
-even more so the the usual warrior tank, shield block rating doesn't much use (it is trivial to get uncrushable with improved shield block on)
-slow weapons are desirable: 2.6 speed vs 1.6 speed is 100 pre-armour damage on MS, which is pretty much about 100 post armour threat (63% pf damage goes through armour, MS has a 1.63 threat per damage bonus) every 5 seconds. While heroic strike is excellent TPS (63% better 1.6 vs 2.6 speed weapon), its threat per rage only come close to MS with a fast weapon and heroic strike talents (estimated rage loss per hit of 6). That is not considering the benefit of impale and crit compounding with tactical mastery. The bottom line is: MS TPR is 10% to 92% better that HS, and you can rarely affort both unless you're in a 25 man, and even then, you risk rage starvation. If you can use all your MS cooldowns and heroic strike all the time, you're better off with a fast weapon though.
-avoidance vs EH : same as usual, but since you are never really used to push content, you can afford to get socket bonuses through avoidance/stam gems in red and yellow sockets (i.e. you won't have a hard time reaching EH minimum)
-crit and AP become threat stats : while you overgear content on trash clear for instance, have an alternate set mixing gear from your regular dps set. Having some pvp gear can keep you uncrittable with pretty high threat stats (1200 AP, 25% crit)
Special tricks
Use 2h weapon whenever the mob is not hitting hard (boss in casting animation, anything hitting for less that 1.5k a hit without a shield and can't crush). It is 24% more, but a lucky crit with a 2h can get you far (your threat generation is spiky, live with it). Also consider it on elemental damage mobs. While trash threat is nothing to call home about, looking for phases when you can build threat and the boss won't hit you in any case is like being your own distracting shot:
-Hex lord in ZA, when he casts spirit bolts: you can get 2 MS there
-Zul'jin transition: while he is switching phase, a good MS can keep your healer safe
-Hydross, Leo demon phase, void-walker like bosses in 5-mans: they don't mind your shield anyway, get the better threat generation
Of course, be very quick to switch back to shield and improved shield block cast.
What works
Consider your gear loses a tier with this build. If you can get badge pants and belt, and snag 2-3 tanking items from BT/MH (a third T6 so to say), you will not have major problems with ZA and lower. I have yet to see this build used in a main-tank capacity in 25 man, but for progression content, your high TPR makes you a good choice for off-tanking (Supermus, where threat is good in case the main tank dies, Bloodboil, where 2h can get you back in the race if you are lagging far behind).
While dps is not great, if you are diligent with death wish, you can be decent by yourself, and blood frenzy is worth a lot (420 raid dps on a Teron kill, with phycal dps around 1500, about 120k damage in all).
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What are your thoughts? Any number seem wrong or out of the blue?