i used to have a bunch of vids i DL'ed from S1 and S2 warriors, but my recent computer upgrade kinda nixed those. the only one i remember off-hand was an undead war named nhat. he was season 1 tho, and his vid had a part dedicated to "ghetto shout" which was the pre-fix practice of spamming commanding shout at low life to heal to a certain HP level. he was still pretty good tho.
as far as i know, there are no neilyo equivalents for warriors. most of it is knowing when and how to apply skills such as intervene, pummel, death wish, and zerker rage, as well as knowing when you need to go defensive and when you need to go offensive. a lot of it is communication as well; you need to be talking to your teammates in arena, giving them updates about what youre doing and where you are and who youre on, as well as calling out for dispels, BoF's, heals, focus fire, or a new target.
a few key things that i personall can think of:
learn when to intervene out of a craphole. in other words, if youre getting gang-banged by a 4 dps team in arena, toss on that shield, hit spell reflect, and intervene back to your healer to gain some room and time for heals to land.
call out when youre intercepting targets. this can be anything as simple as catching up to someone who got away, to timing intercept so your healer can get off a clutch heal or BoF on someone.
learn how to put casters on lockdown. any class that relies on casting stuff (specifically shaman and paladins, and to a lesser degree, priests) is susceptible to the "warrior lockdown" which is my term for a warrior who times pummel and intercept to create a situation where a healer/caster is locked out for a significant period of time. its rather simple, starting with a pummel or shield bash to interrupt a cast, followed by a quick run away to get some distance for intercept. you then wait until the caster begins casting again (or in some cases, until the lockout effect wears off) and you intercept them, creating a stun. by the time the stun wears off, your pummel/shield bash should be cooled and you can interrupt another. with this technique you can lock a caster down for a good 10-15 seconds by yourself.
naturally, timing your interrupt as part of a larger interrupt chain increases the power of this move. the exception to this move might be paladins, depending on the situation. a paladin cant bubble out of lockout or stun, so in this case, you want to intercept as soon as the lockout finishes (NECB is a great mod that will help you gauge lockout timers to the tenth of a second). this can often prevent the bubble for a few crucial seconds, either giving time for another stun to come into play, or allowing a counter-maneuver (i.e. mass dispel) to be prepared.
talk, talk, and talk some more (to your team). intercepting a warrior at the 5s mark on MS is great. disarming immediately after is even better. that lets MS fall off, and can allow for a few crucial seconds of full-power healing.
im saying it again here; communication! i cant stress this enough. more than any special technique, being able to communicate quickly and accurately with your team is what will make a mediocre warrior into a great one. we are VERY support reliant, so giving accurate info is key.
also, be sure to learn what stun moves are on linked DR with intercept and charge. for your viewing pleasure, ive compiled the list here:
charge
intercept
conc blow
hammer of justice
druid bash
druid pounce
cheap shot
tauren war stomp
shadowfury may or may not be tied to that too. i cant say, as ive only ever known one deep-destro lock. ill test it out tho, as i have no reason to believe it doesnt (its basically a targetted war stomp with shadow dmg attached).
finally...hamstring. a lot. seriously. people call it spamstring to knock it down, but really, we do have to spam it, because a missed hamstring means we're playing catch up and our dps plummets. i typically re-apply mine at the 5-6s mark. this way if i get an errant dodge or block or parry, i still have time to knock another off. also, when you first charge or intercept a non-snared target, especially faster ones like travel form druids or mounted opponents, id use piercing howl first, then close the distance and land a hammy. the reason behind this being that charge and intercept get wonky on fast-moving targets once latency gets factored in. this will often put you outside of melee range, but (hopefully) still inside piercing howl range. land a PH, get close, and then shatter some femurs.
oh, also finally (really!) macros. youll probably need a spell reflect/1h+shield swap macro and an intervene macro at the very least, but id also suggest a defensive stance/disarm macro, an overpower/battle stance macro, and the all-in-one charge/intercept battle/zerker stance macro zip has in the macro guide. the one-button interrupt macro is hot too.