like the last concept this took sometime to figure things out in terms of balancing, this is kind of identical to dual wield in terms of number of weapons but they're two handed weapons like staves but for melee combat at a longer range, have a look for yourselves.
Polearms
Long reach melee weapons, Medium damage, two handed weapon
Ultimate: Phoenix Barrage
Swing your weapon three times to attack a single target causing x Physical damage ending with a final powerful downward strike dealing
x Physical damage, the final strike deals 150% more damage to targets below 50% health.
M1 - Phalanx Barrage, Each strike deals 20% more damage with the final strike inflicting bleed damage
M2 - Offensive Position, Gains a new effect depending on your weapon and damages enemies in a cone instead but increases the ultimate cost
SPEAR - The final strike will Ignore physical defenses
GLAIVE - Stuns Blocking Targets for 10 seconds
HALBERD - Each strike will inflict bleed damage, causing damage overtime
MORNINGSTAR - The final strike will apply major vulnerability for 10 seconds and slows enemies in the barrage by 50%
Long Strike: Attack a single target with your weapon causing x physical damage, every third cast turns this ability into final strike dealing 25% more damage
M1: Feral Strike - Increases the attack speed of this ability by 15% but lowers the bonus damage to 15%
M2: Ferocious Strike - Final strike gains a new effect depending on your weapon
SPEAR - Ignores 25% of the targets physical defense
GLAIVE - Gain Minor berserk for 5 seconds
HALBERD - Damages all enemies infront of you in a cone
MORNINGSTAR - Stuns the target for 3 seconds and applies minor breech
Savage Swing: Channel your strength to swing your weapon to swat all enemies in front of you causing x physical damage,
every second cast will have this ability activate a second time dealing 10% more damage
M1: Combo attack - While slotted casting any other polearm ability will count towards the second cast
M2: Shattering swing - the second cast will set enemies off balance and increases the bonus damage of the second cast to 15%
Centurion charge: Charge at a target with your weapon dealing x physical damage and stunning the target for 3 seconds
M1: Frenzied Charge - Deals more damage based on distance traveled and increases the duration of the stun to 5 seconds
M2: Javelin Strike - Throw your weapon at a target as a ranged attack instead and inflicting bleed damage for 10 seconds
Tactical Stance: Take a deep breath and focus to gain minor savagery for 10 seconds
M1: Attacking Stance - Your next stamina ability used with 4 seconds will deal 8% more damage
M2: Killer Instinct - Increases the duration of minor savagery by 10 seconds but adds a cast time of 2 seconds
Killing Blow: Focus your strength and strike a single target with a powerful stab causing x physical damage, deals 300%
more damage to targets below 30% health
M1: Daring Blow - increases the initial damage while afflicted with a negative effect
M2: Final Strike - When an enemy is killed with this ability, gain major berserk for 6 seconds
Passives
Gladiator's Strength: Blocking a melee attack with a polearm deflects 20% of the damage inflicted back at the attacker
Battlefield Intellect: Reduces the cost of your polearm abilities by 15%
Malacath's favorite: While afflicted with a negative effect, your damage done is increased by 10%
Vicious Tactics: Grants a bonus based on the type of weapon equipped: Spears increase your weapon critical by 1624, Glaives
increase your weapon and spell damage by 284, Halberds have a 10% chance to inflict bleed damage and light and heavy attacks
deals damage to other enemies near the initial target for 50% of the damage, Morningstars cause fully charged heavy attacks to apply major breech
Final Ferocity: When you break free you unleash a battle roar, stunning all enemies in a 5 meter radius around you for 5 seconds,
can only occur once every 20 seconds.