Lately I´ve seen a lot of posts regarding how people want to fix permablocking builds in PvP. Many of these people make it looks like there´s an easy fix to it, and I simply disagree.
My view on "permablocking" is that it can´t be resolved with an easy quick-fix since there´re so many mechanics affecting this kind of playstyle. A few weeks ago me and a friend tried to figure out what makes these builds possible (aka, the "secret" behind permablocking, that also does damage). We aren´t hardcore PvP-players but we like the theorycrafting part of the game. Our conclusion on some of the topics:
(Some of the stuff will seem obvious, but for learning purpose I´ll take most things we found out)
* Dragonknights are the best class for the playstyle
No-brainer really. Can be done on other classes, but dragonknights will come out on top. Dragonknights offers the best passives for tanking.
- Can block 10% more damage
- Increased healing received by 12% while a Draconic Power Skill is active
- 3,3k Extra spellresistance
- Battleroar: The bread and butter for resource management
- Helping Hands: Helps with stamina sustain.
- Mountain´s Blessing: Helps with ultimate regen which is very important for Dragonknights (Quicker ultimate --> More usage of the battleroar passive)
Championpoints has a very big impact on these builds
It´s possible to permablock in no-cp, but you´ll be doing significantly less damage. The CP-allocations that have the most impact IMO
- Reduced blockcost from Shadow Ward allocation
- Increased healing received/done: Quick Recovery and Blessed
- Master at Arms (When having at least 30 points to get the Riposte passive): If you´re a Redguard, the Riposte passive will proc Adrenaline Rush, which will give you around 800 stamina back. Riposte can also proc sets like Ravager (if you decide to tank in that set), bloodthorn or any other set that can proc on melee damage.
- There´re also some important passives from the Red tree, but won´t go in dept of all those, or the post will be longer than needed.
One-hand and shield Skilline:
This skilline is very strong. It offers both offensive and defensive options. All skills in that tree benefits a permablocking build. But the prominent ones imo are:
- Defensive posture: Reduced blockcost by 8% while slotted
- Herioic Slash: Give you minor heroism and applies minor maim on your enemy.
- Fortress: Reduce blockcost by 36% (That´s a huge amount)
- Sword and board: 5% more Weapondamage + increase damage we can block by 20%
- Deflect Bolts: Increase the damage we can block from range attacks by 15%
- Shieldwall ultimate (Spellwall): The bread and butter of permablockers. While this one is up you often want to do some heavy attacks to regain as much stamina as possible.
Heavy armor /gear isn´t the maincomponent that make this playstyle work, but some HA sets will help you a lot.
The sets that are common on these setups are: (Monster sets not included here, but Bloodspawn, Trollking, malubeth are common sets being used)
- 7th Legion: This set has no cooldown and at the moment the healing part of this set ignores battlespirit (which needs to be fixed ASAP). In outnumbered situations you´ll have close to 100% uptime.
- Werewolf hide: The faster you can get your ultimates up the better. This set helps with that.
- Fury: Fully procced this set will offer you the most weapon damage in the game.
- Ravager: Good set if you want to be more aggressive in your playstyle, wait for this to proc and time it with Ferosious Leap.
- There´re probably other setups being used as well that performs much better, but those named above are in need of a tweak since they offer a lot of offensive utility.
- Now add the Passives from heavy armor skilline. The extra 8% healing received is very strong. And the extra resistance HA gives you let you mitigate more damage (Up to 33k, where the cap is and you mitigate 50% of the damage. You also mitigate even more damage while blocking)
Poisons and potions play a big role as well
There´re a lot of different poisons out there. The ones that are strong for a permablocker are those who gives you resources/stamina back, and those who increases your healing received.
When it comes to potions, Lingering Health potions are incredibly strong, even with the recent nerfs to HP-regen by letting it being affected by defile debuffs.
Healing received and stacking many sources of healing helps you stay alive
There´re many sources of healing for a DK, and many sources to buff that healing:
- Forward Momentum: Rally gives more heal, but forward momentum is almost needed due to the amount of snares.
- Vigor: Very expensive heal, but good heal when running low on HP
- Lingering HP pots: 1k HP/second is very strong
- Igneous shield: Gives you major mending for a short duration. Can Vigor + Igneous and you´ll get a big burst heal.
- 7th Legion heal (If used. Also the heal gets buffed by CP)
- Minor Vitality + Major Vitality + Blessed + Draconic Power Passive + Quick Recovery + (Argonian Passive, if you´re an argonian ofc) + Major Mending + Major Fortitude (HP-recovery).........Probably some stuff I´ve missed but there´re so many sources of buffing your healing and HP-recovery.
Traits and enchants, big impact as well
The sturdy trait in combination with blockcost enchants on the jewels are big keycomponents to the build. Without the enchants on the jewels, permablocking becomes incredible difficult, if not impossible. The amount of sturdy pieces can differ from build to build (depending on how many impenetrable pieces you need)
When putting all these things together, you start realizing how strong you can actually make a build.
Here are some example and buildvideos regarding these kind of builds
https://www.youtube.com/watch?v=PVZYb2aosVE
https://www.youtube.com/watch?v=45YLm720oKo&t=89sThe last but most important part (aka the secret) of achieving "immortality" as a permablocker
Bad players
As I said in my earlier, I´ve probably missed a few things (and If I´ve got some stuff wrong, please feel free to enlighten me, better to be wrong once than forever

). My point is to show you how many things that needs to be taken into consideration when suggesting changes and understanding this playstyle. It´s a very complex problem that can´t be fixed with a simple bandaid/quick fix
Thx for Reading