Talk:Ironclad Charge/@comment-20753550-20141112142608

The only use I see for this is to emphasize Rhino Charge's utility as an escape tool. When you're in a group of enemies, your Iron Skin pops, shields are depleting quickly, and you don't have enough energy to use Iron Skin again, you could use that to escape the group of enemies and simultaneously reduce the amount of damage that they deal to your health while you run away. I don't think it's worth the mod slot, though.

A second and last possible use of this I can think of would be for a melee Rhino build with Vitality, Steel Fiber, Rage and a melee weapon with Life Strike. Rhino Charge could then be used as a gap closer, where you engage the enemy group by charging through them once, then start meleeing from the opposite site, tank the damage with your health (not using Iron Skin) and use the energy gain from Rage to lifesteal back up / charge more. Whether this may be a viable strategy depends on how much armor you actually get and how long these stacks last, I can hardly imagine it outclassing Iron Skin, generally speaking, mostly due to the control/status immunity.

Unless these values are extremely high, I don't see this viably taking up a mod slot. They should make Iron Skin benefit from this, so Rhino's kit becomes synergistic, this way Ironclad Charge and Iron Skin kind of cancel each other's utility out.