Whilst the general trend of the Black Orc has remained the same during these next 10 levels, there have been some noticeable changes and of course a slew of new skills. I have taken the mastery path of "Da Toughest", the path dedicated to survivability, and the stats on my gear are weighted Toughness > Wounds > Strength > Initiative > Weapon skill. Whilst the general trend of survivability > dps holds true for levels 10-20, a change I noticed to previous levels is that DPS drops off considerably, and when I say considerably I mean by a very large factor (or so it seems). In contrast, survivability increases only slightly, and is then situational. By situational I mean that there is a difference in the survivability increase depending on whether we are discussing PVE or PVP, and whether we are solo or grouped. The general feel of the Black Orc from 10-20, particularly in the later stage of the bracket, is similar to that of a protection speced Paladin from WoW. That is to say, you are tough as nails... one really tough cookie... but hit like a 3 year old girl with the palsy using a wet noodle for a weapon!
The survivability increase is probably most noticeable in PVE content. In one spectacularly stupid stunt I pulled, I ended up having to take on 7 mobs that were 4 levels higher than me... all at once. I was pleasantly surprised to discover that they didn't really pose that much of a threat. Although the battle probably lasted for 15 minutes (and included mobs I'd killed respawning again and rejoining the fight), I finished the victor AND on about 90% health. "Da Toughest" buff FTW! I've not tested the limits on single target pulls but I would think that I could handle mobs at least 5-6 levels higher than me. That is only a guess though. Against hero and champion mobs I can take them at the same level without much problem at all. As to threat generation and holding aggro, there is no problem on that front anymore. Clobber does not need to be spammed like it did during the level1-10 phase. It just needs to be worked into the rotation. I pull with taunt, open with Clobber, and work Clobber into every 2nd "da plan" build (at the least), and have had no problems losing aggro to DPS, even when they open up straight off the bat.
In PVP there has not been a noticeable increase in survivability, if anything there has been a slight decrease in survivability as the DPS classes start to come into their own. There has been an increase in tank utility however with the addition of some new skills. I now have access to a knock back, a root and a multi target taunt, in addition to the great skills I gained in the previous 10 levels. In scenarios I am pretty much hard pressed to kill anything that isn't a lower level than me or on less than 50% health, I am however a bigger pain in the arse to players than I was in previous levels. I just cant chew threw them anymore like I once did. I have also noticed that in a group setting, and without a healer, that I will die a lot quicker to focus fire than I did previously. That being said, survivability with a healer in ones pocket has increased during these later levels.
One thing that I have seen crop up in a group setting is that a lot a people are starting to ignore tanks. The general consensus seems to be that tanks are not a threat to them because they do so little damage. I am in two minds about this. It is partly good because if I am left alone I am free to do my business of debuffing, snaring, rooting, knocking back, and "saving 'da runts". It is partly bad because there might be some real truth to it. The utility that the tank brings to the group might not outweigh the lack of killing power. It might just be that whilst tanks are a pain in the arse to players, they really aren't a threat to the group. Time and a few more levels will tell how this pans out and I"ll leave my judgement of the matter till then.
In solo PVP things a re pretty much the same as they were for the first 10 levels. Fighting healers is still a 20 minute draw, fighting tanks is a 20 minute slugfest that can go either way, and DPS classes pretty much get owned in the face. The only real difference is that I seem to have a little better survivability one on one than previously, and it takes me longer to kill my opponent than before. A lot longer. One frustrating thing about the length of time it takes to kill an opponent is that many of them will just run with you in tow, until they cover half of the playzone and make it back to their warcamp and hide amongst their hero/champion ranked guards. Even whilst snaring them, they still manage to travel a very very long distance. That aside though, we are still very strong 1 on 1 and it is very rare that a lone DPS wants to seriously engage you.
In conclusion, the Black Orc from 10-20 is getting a little on the frustrating and dare I say it, boring side. They are always a lot more fun in a group setting, particularly a guild group setting, but more often than not I am in a solo situation and that is never quite as fun. The overall feel of the Black Orc during the 10-20 bracket is that of a Protection Paladin from Wow, and like they pally, is rather boring to level. Whilst I understand the need to decrease the DPS output of a highly durable class, I think they have toned it down a little bit too much. A class should still feel like a threat and at this point in time we are not perceived as that. There are still 20 levels to go however so anything can change during that time.