First off back in days of yore...we started this game as fighters. You then had to pick a sub-class at level 10 you had to go warrior, and then at 20 you chose whether to go Guardian or Berserker. According to SOE's descriptions, "Guardians are the anchor of any group of adventurers, providing leadership and protection for their allies. Combining durable armor with an impressive array of defensive skills, Guardians can remain standing after absorbing substantial amounts of physical damage from their enemies," while "The Berserker is the personification of unbridled aggression and fury. They are fearsome opponents, especially when facing many foes at once. Berserkers stand at the forefront of battle, unleashing their devastating rage upon the enemy while keeping unwanted attention away from their allies." If you have ever played with a Guardian most time you will see that they tend to focus all their attention on one mob in an encounter and trust that their Hold the Line and Guard (encounter taunt) will keep aggro on the encounter. Zerkers on the other hand, tend to hit, tab, taunt, and generally hit every thing they can. The point is Zerkers are made to play very aggressively as tanks. That's how we tank. Tanking is mostly about attitude. The "Hell no, that mobs is mine" attitude goes a long way. However, like so many others have said another tank will give you aggro issues, as they are a tank and should be dps'ing the mob and riding that line of taking aggro. Occasionally they will pull aggro, just the nature of the game. However, I do recommend grouping with other tank classes in the game from time to time as it will help keep your skills sharp.
Just a little tip that I use is I macro Goading Gesture (the Splitpaw taunt) to my Autoattack. It doesn't generate the same base number of threat as say Mock, but with the 10% proc to apply a second taunt at its termination, it goes a long way. It is a two for one sort of deal. By looking through ACT I have noticed it procs a bit more than the listed 10% in the CA's description, so it pulls its weight. Also with the ability to Macro CA's now, I tend to link my taunts with the CA's that have the same recast time. So while I press the CA, taunt goes off while waiting for the double attack on my autoattacks, and then I lay in again.
Also dps = hate, debuffs = hate. On the pull I like to chain Invasion, Head Crush, Dismember, and Body Check. The reason being is your doing burst damage which is what RoK is all about, and the added debuffs to the mob will add to the hate, for single targets. Group encounters I go Open Wounds, Turmoil, hit the Instant Berserk for our EoF tree, Juggernaut and Adrenaline, say a few things about the monsters mothers and let the spike damage ensure they pretty much want me dead. What works for me may not work for you, so play around with things a bit.
Thing to remember is this game changes all the time, and what worked yesterday may not be true today. From simple updates, live updates, and expansions I've seen quite a few changes that have needed revisions in tanking style. From pouring through the forums a lot of what I see in the various threads is people refusing to adapt to changes and relying on what used to work. Chances are in November when the next expansion hits, it'll be time to find new methods again.
Ultimately the Zerker is an aggressive dps tank, and should be played that way. Now go out kill everything, because it needs to die.
