Copied my 39th lvl F/F to test to see the changes. Burn is now totally useless as the weapon it is supposed to be. I am a Fire tank, I have less protection, I am supposed to ""arrest" the MOBs before they finish me off. If this is your direction, then the ENTIRE Fire set needs to be redone and Burn removed! It will become another defense only tank set and should gain another shield or two which add in the resistances needed and these should not be toggles. This is not why I took the "offensive" tank primary.
Every MOB ran each time I used Burn. This was even to +2 level minions, LTs and Bosses. EVERY MOB RAN out of the Burn patch and switched to ranged attacks! This is not acceptable. This is not what I created a Fire tank to do. If "herding" or some other reason is why you are doing this, then rethink. You are destroying the reason to BE a Fire tank. Can I change how I fight, yes. Should I be FORCED to change, no.
There needs to be a much lest drastic way to accomplish the goals without destroying the Fire tank. And the current changes to Burn will do exactly that, destroy the Fire tank. It makes the reason to be a Fire tank meaningless. And now you are left with just the secondary attacks. Not what the Fire tank was touted to be or do.
If you want to keep the fear effect in Burn, fine; but change how burn does damage to make it so any MOB that enters the burn patch, takes the full amount of damage remaining to be done from the patch. Further, if the fear is strong enough to make them run and ignore my taunt, the MOBs should not agro on ANYONE in the group for quite some time!
As to the damage changes so far in I4 and upcoming I5, you are going overboard. As to the fear effect, that is not needed. As to the super long recharge, not needed again.
Want to change the power, then make two changes, up the Enduence cost (from 22.5 to 30) and make it contunue to affect the MOBs (DoT) after they leave the patch (put the damage back the way it was). It is a very powerfull attack with a low endurence cost. That low endurence cost is why it is used so much compared to other attacks. Want the fear effect (and I think this is bad for playability reasons) then make the fear continue past when the MOB exits the Burn patch. In any case, if the fear is so great, the MOB should not be attacking anyone after exiting the Burn patch for a while. Say, add a "Stop Drop and Roll" animation to all that leave the Burn patch until the DoT is complete. Once they get back up, then taunting should work again normally. The MOBs should even be predisposed to attacking (at melee range) the tanker as well, hey he did just burn them badly. Adding a 25% increase to recharge time would not impact playability too much. There, that was simple.