Currently it intercepts all damage for 12 seconds doesn't it, so it will cover large AOE's and those small DS hits, if it's changed to a stoneskin it will need to have a limitation on %, currently all a limitation would acheive is some damage not intercepted.
The intercept though is the whole problem, we've had abilities changed in the past because they killed us, or at least had a very large chance to. After getting Sphere changed I'm at a loss as to why we're getting this ability in this form.
Keep it closest 5 people (Guardian Excluded), I'm more than happy with raid/group survivability/utility as long as it actually works and provides useful utility. I would say that it would be nice if the Defensive line had something defensive for the Guardian though, currently it doesn't and the offensive side actually has more DR than the defensive.
Champions Interception -
The Guardian will absorb incomming damage for up to 5 allies near them. Does not apply to pets.
Applies Champions Interception. Lasts for 12.0 seconds.
1 point - Will absorb all damage. This spell will absorb a total of 1 attack.
2 points - Will absorb all damage when the amount is greater than 10% of the targets HP. This spell will absorb a total of 1 attack.
3 points - Will absorb all damage when the amount is greater than 10% of the targets HP. This spell will absorb a total of 2 attacks.
Rather than absorbing 50% of all damage for 12 seconds we absorb all damage for 2 hits. This will be a lot more useable, predictable and it won't kill us. It also doesn't directly increase the Guardians survivability.
AT the very least this ability needs the damage the Guardian absorbs drastically reduced, ie 1% or removed completely.
Will of the Champion -
Leave as is, but make it castable when under the effects it can cure, can each rank also increase the duration of immunity, 5 seconds isn't really enough (as shown below).
Champions Interception will be used primarily BEFORE a large attack or effect, even if timed to be 1 second prior to this effect it only gives a 4 second immunity to the effect after it's actually happened. 1 Second is being very generous though because as a Guardian I already have to cast "Got your Back" and one of "Tower of Stone"/"Last Man Standing"/"Perfect Counter", even back to back you're looking at 2 seconds of casting. Champions Interception will more than likely be used prior to these or after GYB because it has a long duration. On Average you'd be looking at 2-3 seconds immunty after the AOE/Effect lands and that's assuming perfect timing, if the AOE is late or effect delayed then the immunity may not even do anything.
Champions Armour - Fine as is, 9% DR for those closest 5 people will be nice, Similar to Will of the Campion I'm worried about how much this will actually do, the ability will be primarily used to allow group/raid members to stay in for hits that would otherwise kill them. Increased damage reduction after those hits won't do much because the next AOE is still 25/30 seconds away.
My personal opinion would be to change this ability to increase the Guardians DR either as well as, or instead of. If it stays as is then I can't see it being much use and I probably won't take it.
If however the Guardian gets some DR this will be useful and also provide the small amount of defensive utility for the Guardian that this line is missing.
Champions Hatred - This is either broken and/or the hate amounts aren't large enough. This needs to be around the 20% mark to be a noticable amount of hate.
Given a full large AOE hitting of 150k unmitigated, if this is blocked and each person of the 5 takes similar damage, the Guardian will receive 30k x 5 = 150k.
Champions Stand - I like this, leave as is.
The offensive side parsed ok, but frankly as a Guardian my primary job is taking hits, I primarily go for abilities to help with that so I'd veer away from offensive abilities anyway especially at expansion start when progression is the aim.