I'd swap FGJ for frenzy, EP, or stomp.
I'd swap intel and battle onto GS and use courage( or revocation, cleansing),energy for axe. I get what it's trying to do but outside of getting higher evicerates there's no benefit to saving your adrenaline for tier 3 bursts and would be better off using Arcing.
All in all you're better off playing SBR but if you're F2P I get it. The build will suffice.
Don't use rampage it's nearly useless now. Rage will give you more bursts and activation has better synergy with the build.
The build seems to focus on axe but doesn't use axe mastery for some reason. Also it regards your axe 3 as niche which is way far from the truth. Spam axe 3 like it's a game of hot potato especially after bursting to take advantage of it's execute.
Never open with bulls charge nothing screams "I don't know what I'm doing" like that. Bulls is best used when the enemy is out of dodges or you use it as an evade/parry. EG: Enemy warrior uses shield bash, I use bulls charge. He gets interrupted and CC'd while I evade his CC.
Same goes for GS3
Always use GS4 after GS3 unless you're going to hurt yourself doing it. EG: Hitting another war's Full Counter.
Stick to sides and don't get too invested in team fights. If you get outnumbered on a side node kite around and drag out the fight. Any time you're 1v2 and surviving you're giving your team value even if you lose your cap. Try and kill the ganker if they chase you solo.
If you lose your cap in a 1v2 gank and the ganker leaves make sure it's a winnable 1v1 after that or at the very least a stall on a decap. Never fight a prolonged fight on a capped node especially vs bunkers and decap builds. DH is meta atm and the build you're running is bad vs blocks. It's winnable but slow just cleanse the burning before it racks up DPS.
Don't be afraid to blow your skills. All of wars weapon skills have relatively low cool downs. Blow - Swap - Blow - Swap but put a modicum of thought into it. Swapping is sustain and dps.
War has a flow to chaining skills and can lock down people into heavy bursts. Just keep track of their stunbreaks and dodges.
FGJ for Frenzy, EP, Stomp because you're better off with a second stunbreak instead of trying to facetank damage and heal it off. One stack of poison and you're looking at seriously decreased value. Frenzy gives you burst options, EP has great mitigation, Stomp is a 24 second stunbreak/cc/stab and combos well into GS5.
Support War is for the birds.