[Block] Your thoughts on QUICK REFLEXES

Post » Sat Jun 09, 2012 2:04 am

My Cleric is sword 'n board (mace 'n board, to be specific), and I'm in love with the block tree. I was wondering what your thoughts were on "Quick Reflexes" (time slows down when you block). I LOVED the time-slow on my archer, it helped to set up quick attacks on multiple enemies. Blocking, though? Does this actually help in combat at all? I don't want to regret it by having fights take forever (I block every opportunity I have).

Thoughts?
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Ernesto Salinas
 
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Post » Sat Jun 09, 2012 8:04 am

It's useful for getting bashes in before a deadly strike, but not really dodging.
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NAkeshIa BENNETT
 
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Post » Sat Jun 09, 2012 9:42 am

I like it. In fact i woudln't build a sword and board character without it. It doesn't really slow down the pace of combat all that much, but it does give you some tactical flexibilty. When a mob uses a power attack and quick reflexes kicks in, you have the option to block, or dodge the blow completely. Some critters, like say, yeti's (or maybe even giants, dunno, i still avoid them), being able to dodge the blow competely is a GREAT option. Of course, if you doge the blow, sometimes you can manuever around them and get a few hits in there backside.

Where i have an issue with quick reflexes, is primarely with dual wielding mobs. It bugs out sometimes with two weapons swinging and slows down time for a bit (or a lot) longer then it should, so the mob ends up in perpetual slow motion while you just whack them down and kill them before they even know it.
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FoReVeR_Me_N
 
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Post » Sat Jun 09, 2012 12:14 pm

When a mob uses a power attack and quick reflexes kicks in, you have the option to block, or dodge the blow completely.
Enemies use power-attacks? ...

... I honestly didn't know that. I do believe I know why I didn't know that though.
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Laura Elizabeth
 
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Post » Sat Jun 09, 2012 8:09 am

It does make some fights a little too easy, mainly Centurions. Also if you have any sort of Magicka Absorb the perk apparent counts as magic and will be absorbed a percentage of the time, same as summons.
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Alexandra Ryan
 
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Post » Sat Jun 09, 2012 12:46 pm

Love it. The slowdown often lets me get a shield bash in to interrupt or throw off incoming power attacks, or just, as mentioned, outright dodge some of the bigger, slower enemies. It lets me play cat and mouse pretty well with giants. It also left some dual-wielding assassins in rather rough shape, unable to get an attack past my shield, while able to do nothing to stop me.
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Eileen Müller
 
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Post » Sat Jun 09, 2012 4:26 pm

Sounds like I've been missing out! Well, I know what I'm perking on my next level up. Thanks guys!
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Myles
 
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Post » Sat Jun 09, 2012 5:13 am

This is the sort of perk I like because it changes how the game plays. I don't know if it is that useful, per se. You can kind of pull back, but they tend to hit you. Or you can hit the bash button more easily.
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JUan Martinez
 
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Post » Sat Jun 09, 2012 1:04 am

I plan on taking all the perks in the Block tree once I make my sword and shield Imperial.
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JUan Martinez
 
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Post » Sat Jun 09, 2012 9:08 am

I plan on taking all the perks in the Block tree once I make my sword and shield Imperial.

They're all appealing, but I have a strict pre-planned set of perks I'm taking to model my character after a Baldur's Gate Cleric-- so every perk point has to be worth it.
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Ice Fire
 
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Post » Sat Jun 09, 2012 5:50 am

Where i have an issue with quick reflexes, is primarely with dual wielding mobs. It bugs out sometimes with two weapons swinging and slows down time for a bit (or a lot) longer then it should, so the mob ends up in perpetual slow motion while you just whack them down and kill them before they even know it.

The dual wielding power attack is actually a flurry of swings with a spin in the middle. It's probably the length of this animation that makes it seem like they are in 'perpetual slow motion', because they havent finished their power attack yet.
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Kathryn Medows
 
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Post » Sat Jun 09, 2012 6:14 am

Enemies use power-attacks? ...

... I honestly didn't know that. I do believe I know why I didn't know that though.

I know why! :biggrin:
http://www.youtube.com/watch?feature=endscreen&NR=1&v=lHbF9ynGZV0
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Emilie Joseph
 
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Post » Sat Jun 09, 2012 3:20 am

I know why! :biggrin:
http://www.youtube.com/watch?feature=endscreen&NR=1&v=lHbF9ynGZV0
That is one of the reasons.
I've played through as three characters so far.
The first one sneak-attacked everything with a bow. Nothing was ever aware enough to attack back.
The second one was prone to combining Slow Time and Daedric-Greatsword-to-the-face to great effect. Nothing was ever quick enough to attack back.
The third was my exercise in getting the timing just right for spamming fireballs at everything that moved. Nothing ever got close enough to attack back.
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Kayleigh Mcneil
 
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Post » Sat Jun 09, 2012 8:10 am

I know why! :biggrin:
http://www.youtube.com/watch?feature=endscreen&NR=1&v=lHbF9ynGZV0

lmao
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Jeneene Hunte
 
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Post » Sat Jun 09, 2012 10:48 am



They're all appealing, but I have a strict pre-planned set of perks I'm taking to model my character after a Baldur's Gate Cleric-- so every perk point has to be worth it.

I wouldn't take it then. It's a great perk, especially combined with the increased movement speed while blocking one, but it doesn't fit an AD&D Cleric.
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Jimmie Allen
 
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Post » Sat Jun 09, 2012 3:57 am

It's useful for getting bashes in before a deadly strike, but not really dodging.
With block-runner I can literally get behind an enemy before he is done doing the powerattack..

It can dodge like a beast.
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Mike Plumley
 
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