Some call these tankazons, daggerzons, fendazons, jabazons, palazons, battlemaids or shieldmaidens, depending on how they play them (search the terms for more info). The palazon variant comes from using either the Passion RW for zeal/beserk or Kingslayer for Vengance. There is a guy named Sokar Rostau who is a big proponent of the
palazon. The question in this build then becomes whether to use a one-hander with shield or a big two-hander. The disadvantage of using a shield is as Omikron says, your block recovery takes forever unless that one-hander is a dagger or a jav. So some like to go with a huge two-hander and use D/A/E as thier "block."
Another possibility is to actually use the physical jav skills. We recently talked about this build over at the
SPF. Don't even think about impale - it is glacially slow (see sticky in this forum). So this leaves fend and jab. Jab hits one monster three times very quickly, while fend hits up to twelve monsters once in a cycle. The problem with Jab is that it doesn't add much damage or AR, so you need a bunch of points in penetrate and Crit to make it really useful. And the problem with fend is that if you either block or go into D/A then you will keep swinging but miss all of your attacks. So you either have to hide behind the Valk and merc, or avoid the passsives all together. Which wasn't part of your question...
As a passives only Zon with shield, you will rarely be hit, but you need to make every hit of yours count. So, as Omikron8 says, load up on CB, OW, and crit/deadly. Oh, and because the OW timer is reset after each successful application, spread your hits around. Get these in a fast weapon - Black is a cheap and reliable source early on in a flail/knout. Mana leech is irrelevant but LL is not. Get a buff decoy and Valk, and balance your points in penetrate and Crit with your gear (ITD, BA merc, DS, etc). D/A/E don't all have to be maxed, one because of the diminishing returns and two because most of the time you are going to be standing and swinging. Thus Dodge is the key of the three. Decoy is great for taking ranged fire off of you - just drop one in front of the archers as needed (probably better to put points here to make her stronger/last longer than to load up on evade).
Good luck,
DudSpud