I'll go through these one at a time.
>Healing Signet
Bad. It makes you more vulnerable while using it, plus you aren't attacking. Leave healing to your backline.
>Frenzy
Super bad in almost all circumstances. Double damage is awful. It would be better to take a different IAS (Improved Attack Speed skill) like Flurry or Flail. Do note though that Flurry lowers your base damage, and Flail requires adrenal buildup plus slows you down while active. Both are better than Frenzy though. IAS is tricky, you have to pick one that works best and then work with its downsides. I usually roll with Flail and play around the reduced speed.
>Sever Artery
>Gash
Good combo, mainly for the Deep Wound. Deep Wound reduces enemy max health and healing benefit by 20%, making it easier to kill them. Keep this in mind when applying Deep Wound. It is the reason to use this combo.
>Power Attack
I would drop it when you have other options on your bar but it's ok for now.
>Galrath Slash
Again I would drop it later but for now it's ok.
>Bane Signet
Largely pointless, since without Smiting Prayers investment (which you should avoid) it's basically just a KD. KDs are nice but warriors have better options for this and you have no skills that synergize with KD. At best it will shut down an enemy for a moment.
>Endure Pain
Bad, as it doesn't actually reduce incoming damage, just increases maximum health.
Now for more details do you actually have heroes or just henchmen? If you have heroes, which profession heroes do you have available? I'd rather avoid just giving you wiki builds as A: you won't learn anything from that and B: you'll be missing most of the skills needed if you're new, but I can give you tips on what sort of roles and skills your heroes should have.
Your team will be pretty important and aside from Frenzy, chances are a lot of your dying is happening because of your team overall being not very good. With a good team you can cruise by even with a bad build, and thus even today ZM is full of people with awful builds who never realize it because their team of Wiki build heroes carries them
Now regarding your bar, there's always a limit to the number of skills of a given kind that you'll want to take. A monk, for example, shouldn't have more than a couple heals, because it's just redundant on their bar, and two would already recharge fast enough to use both of them. Similarly, a warrior doesn't benefit from a bar full of attack skills, so even though your job as warrior is mainly to dish out damage, a good deal of your bar won't be direct attack skills.
Rather, you want perhaps half of your bar to be attack skills, and the other half to be skills that support this or support your party.
So you'll want three or four attack skills, chosen such that you should generally be able to fire them off constantly (eg no long downtime from a bunch of high adrenal cost attacks or out of energy from all energy attacks). You'll want an IAS (Improved Attack Speed) to increase your overall attack speed and thus damage, you'll want an IMS (Improved Movement Speed) for better maneuverability and in Flail's case to break Flail's reduced movement effect when needed. You may want a hard res, and if possible you want one or two skills that facilitate team support, such as "Watch Yourselves!" or better yet "Save Yourselves!", or the always useful adrenal booster "For Great Justice!"
(If anything I say regarding Warrior gameplay contradicts what Marty says, go with his advice rather than mine. He knows a lot more about Warrior gameplay than I do

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