Talk:Reflex Guard/@comment-24563582-20140415015533/@comment-24563582-20140420151015

The issues with Reflex Guard don't begin until you are IN the blocking animation. Here is what I think: Performing a Melee attack is the only way to cancel the animation at the moment because parry is coded into the Melee combat system, and you cannot block while your gun is equipped. Therefore, you cannot cancel Reflex Guard by firing a gun, and you cannot initiate a charge during the animation (you can complete and hold one however).

Holding a charge is funny during the animation. You don't need to hold the trigger, but if you don't press the trigger again to keep it, the charge bar will stay full, but the charge will be 'lost' somehow.

Out of curiosity, what rank of the mod were you using? Because initial testing of Reflex Guard should be done with a max rank of the mod. Then you slowly work your way down.

I have found that a rank 2 Reflex Guard will keep you alive in almost any situation.

I'm running my AMD/Unranked Wormhole build Nova. Enemy Radar, Enemy Sense. Steel Fiber. Streamline, Fleeting Expertise. 15% Relfex Guard. Fast Deflection, Fortitude.Redirection. Lanka (damage type set to kill energy leech leaders), Detron with max Radiation status spread (low acc fired at distance). Fang Prime for short range mobility and unranked Life Strike to eliminate the last weakness my Nova had (health loss over long periods of time without healers).

When Reflex Guard activates: *Do the 'Crab-Walk-Shuffle to cover, or just let shields recover* Or just let Shade Ghost me and insta Nuke everything with AMD, or spit AMD like crazy and blanket the map with confusion. "Dance minions dance!"

You are SO right about that combo. Never tried it. I want to go try that now. What frame would that go well with though? That sounds like it would work very, very well on Jupiter survival? Is that right? Is that were you come across that stuff? I don't have Surefooted though. Need to get that one.