for me, it's all crit chance stacking with flow of battle.
all focussed on walking fortress as main since full guard gets pretty much taken out after 1-2 hits on perilous
Pretty sure most people have said basically this.
active:
walking fortress (helpful vs archers, guard on being hit)
counterstrike (taunt and knockdow counters, even on archers. full guard but guard is useless and only helpful to cover until walking fortress)
to the death (amazing vs boss/big guys. I can face tank templar commander through all his attacks with this and walking fortress)
payback strike (can go with something else here though. I like it for the aoe knockdown, gets me out of trouble when I am exposed with no guard or fortress and interrupts archers and such)
I have firm tournament axe (though use caliban at early levels), use dwarven proving shield (for the cunning mostly), cunning amulet, +200 health bet and recently got a 10% HoK ring that I plan to use with a 10% atk ring.
you'll be generally untouchable, especially if you've promoted some rogues and have gotten cunning up a bit. there is the odd moment when you are exposed with little/no guard or walking fortress and everything is on cooldown, but if your team-mates are putting out decent dps and cleaning up okay, that shouldn't be an issue.
edit: I'm not really keen on Warcry personally as guard doesn't feel that effective in perilous. To the death I can dump on a target and keep hitting them for quick full guard until they die. also TtD is helpful when you are 1v1 vs a strong enemy whereas warcry only really helps when you are in a crowd and in that case you'd expect your team to have killed most of the crowd as you get through walking fortress and counterstrike. my experience of warcry is ending up activating it when there's few targets left and I'm desperately trying to tank the last few tough guys.