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http://www.titancalc.com/TitanCalc.asp?mastery=Champion&master1=4&master2=3&sa=21&m1=32-0-16-12-0-1-8-0-1-8-1-0-0-0-6-12-0-8-1-0-0&m2=32-6-1-8-6-8-6-1-6-0-10-8-6-6-0-6-1-1-6-6-10-0
Yeah, Spirit is strong too.
http://www.titancalc.com/TitanCalc.asp?mastery=Spellbreaker&master1=2&master2=3&sa=21&m1=32-6-0-0-8-1-1-0-1-16-1-0-8-0-12-1-12-0-1-1-0-0&m2=32-6-1-8-6-8-6-1-6-0-10-8-6-6-0-6-1-1-6-6-10-0
Rogue was also my intial idea, but it seemed like it lacked too much mobility and protection. Nature looks promising.
Earth: I went for Ring of Flame as one-pick-wonder, max Soften Metal. It'll be a bit meh in late game, but works nicely in those puddles of trashmobs one tends to attract. Same for Volcanic Orb, up to a certain point. Stome Form is a nice "Oooops?!"-button. Earth Enchantment is great. The Core Dweller is one of the better perma-pets.
But with your qualms re. Rogue "lack of mobility", it seems Dream would be your go-to: Trances can be switched at the drop of a hat between tanky/reflect/debuff, nice mid-range AoE (Distortion Wave), nice player-centered AoE (Distort Reality). Passives are great, too - extra total speed, OA+DA - nothing wrong there. And mobility (Phantom Strike). Pet's a wee on the meh side, though. But you don't have to pick it, ofc. Trance of Wrath is IMHO a strong contender for the game's best Aura.
[edit] Nature isn't bad either, but Plague needs some time to spread, so often enough you'll end up accidentially killing patient zero befor he infects others, which is somewhat anticlimactic. Don't get me wrong, I love my Soothsayer, but with your axe-dual-setup I don't see that it's the best choice.
About defense and mobility: Most masteries seem to either have skills that improve their survivability so they don't die to ranged units while dealing with the frontline or have gapclosers to finish archers and mages first. Rogue has neither of those. I guess I'll pick it anyway
And re. mages/archers: Toss them a Trap, or a stinkbomb. Also throwing/fan of knives can help there. And as you'll be warfare, where War Wind is that gap closer, you'll have to make do with its 8 sec CD. Somewhat meh, but hey, so what.. Yeah, deceptive skill title - I initially thought "duh, D2 whirlwind", but it is just that leap attack gap closer.
Also, in all these games it's wise for solo melees to just bypass the frontline mashers and deal with the artillery first - the melees will come, and they can't hurt you while they're chasing you. With the ZoC-less combat model here, it's fairly easy.
(Edit: Just realised War Wind is a gapcloser. Never knew because I never used it before.)
I thought after swords, mace, spear, bow, magic and pets it was time for axes.