scrapper likes shield tanks
*shrugs* My scrapper is a shield tank.
Yeah but invuln is much stronger than shield if built correctly. No softcapped invuln tank is going to hesitate about running in or taunt from range
Oh yeah, I have a 50 invul tanker myself, softcapped for smashing/lethal defense. I tend to jump in, hit whirling hands, and THEN taunt just to make sure nobody wants to wander away.
But my theory is, the less-than-confident or newbie shield tanker is still going to charge in, because otherwise what's shield charge for? Meanwhile any other less-than-confident or newbie tank might be tempted to be less direct. I mean, the team I was on had two blasters and one warshade, all trying to AoE, but the tank would break up tight groups of enemies for no really good reason, usually by taunting at range before he ran in.
Then I teamed with a shield tanker and I realized almost every shield tanker I ever teamed with used shield charge as often as possible.

my lil RWZ Challenge vid

my lil RWZ Challenge vid
Invul tank says, "I'm gonna taunt from a distance. Then I'm gonna run around, and maybe try and pull to corner." Tight group of enemies... becomes less tight. Time is wasted. Scrapper is not happy.
Shield tank has shield charge. Rush in! No waiting! Lock and BOOM! Scrapper swoops in, blasters blast, enemies die BEFORE they can scatter! On to the next group! Scrapper is happy! |

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Invul tank says, "I'm gonna taunt from a distance. Then I'm gonna run around, and maybe try and pull to corner." Tight group of enemies... becomes less tight. Time is wasted. Scrapper is not happy.
Shield tank has shield charge. Rush in! No waiting! Lock and BOOM! Scrapper swoops in, blasters blast, enemies die BEFORE they can scatter! On to the next group! Scrapper is happy! ![]() (Not to say that every non-shield scrapper is as inefficient as the first example... but my working theory is that a shield tanker with shield charge is never tempted to NOT charge straight in, save in situations where that might kill the entire team. And maybe not even then...) |
But yeah, Shield Charging in is always fun. I enjoy it: more dramatic than running any day.

Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
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Grey Pilgrim: Fire/Fire Tanker (50), Victory
Actually, thinking about it more, a shield tank could be more viable on a team than an invuln because of the higher dmg output and grant cover.
The last thing I want on a Blaster is for a Shield Tank to either chase me to try to grant me some defense, or to insist that I huddle up close for the defense. My defense is MOVEMENT.
Helpful for some scrappers, though. And I suppose helpful when I'm being a blapper. Come to think of it, my Fire/Fire Blaster spent a lot of time next to the tank.
Guess it depends on the squishy.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Who ever be taking a invun/wp tank and taunting from range then then hiding is just terrible tactic. Everyone knows invun/wp love hugh spawns and you gotta tick from invince, or RTTC, before the tank becomes a monster.
What ever invun tank you seen that taunts and then runs around is a idiot. I never did like modest tanks...
protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll
I dunno. A corner pull is a great way to ensure clumping. Tight clumping is good for lots of reasons.
If you rush into a spawn, the enemies will fire one or more ranged attacks and only close in tight after a few seconds. By that time, the Blasters have fired all their AoEs, killing the heck out of the middle of the spawn but not touching the outer guys, and some Controller idiot has immobilized them there, creating a ring of spread-out foes you have to run around and chew up.
The corner pull sometimes works better not because of game mechanics, but because it allows people with itchy trigger fingers to have a more clearly defined time to go nuts. They could achieve the same results by counting to four after the Tanker wades in, allowing the foes to shoot their ranged alpha and then tighten up, but that's asking a lot of the instinct-driven reptile portion of their brains.
You know who else likes clumping? Someone with Shield Charge.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
corner pulls, understandable. but just taunting and running around?
protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll
Cornerpulling done fast is good (i.e. get another group while team is engaged with a first one), but doing it group by group is tedious and slow in my opinion. Being a reptile I can't stand waiting four seconds so I'm just going to hit something else on my own if people start playing that way.
I'm generally not a fan of corner pulling. Most groups are pretty well clustered when they start, and good lord do I not want to twiddle my thumbs while the Tank makes (maybe) an ever-so-slightly-better cluster. Jump in, get aggro, and let me cut loose. And if there's a minion on my Blaster, don't freak out and try to "fix" things. That minion will be dead a second from now.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I see corner pulling as a tactic that is best used if the baddies need some spaceing. Or on my bs/sd (I tank alot), I will corner pull and get a parry off before spawn comes. Again scraps are different from tanks.
If the mish is difficult, and demands a slower more controled pace, then by all means corner pull.
However by lvl 33, and definately by lvl 39 majority of teams rather have a steam roler type play style. IMO
Further more, a tank, to be useful in high lvls, must beat the trollers in. Most trollers can lock a spawn lickity split in high lvls, or debuff them to hell and back.
protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll
I think the general consensus is that it's better to rush in, however corner pulling CAN be a viable option if the tank is experienced and knows what he is doing. But corner pulling is rarely faster/easier than just jumping in.
Virtue: @Santorican

Dark/Shield Build Thread
Invul tank says, "I'm gonna taunt from a distance. Then I'm gonna run around, and maybe try and pull to corner." Tight group of enemies... becomes less tight. Time is wasted. Scrapper is not happy.

Shield tank has shield charge. Rush in! No waiting! Lock and BOOM! Scrapper swoops in, blasters blast, enemies die BEFORE they can scatter! On to the next group! Scrapper is happy!
(Not to say that every non-shield scrapper is as inefficient as the first example... but my working theory is that a shield tanker with shield charge is never tempted to NOT charge straight in, save in situations where that might kill the entire team. And maybe not even then...)
my lil RWZ Challenge vid