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Best defense is a good offense I say. Gimme a "ward bash" and I'll think about it.
Better yet is if they were based on timing rather than projecting it ahead of time, so you would have to project it the moment before you're hit in order to reflect it.
This time around I conjured my helper, and did not start the attack myself but started to use wards...in the start much of the attacks goes toward the player, and by refreshing the ward after each hit, they started to concentrate about attacking helpers...then I could start helping, and I managed it on first try....so yes...think wards is useful :)...just never tried them out before :) (skyre...free wards....when they draw magic..they aren't that useful)
I usually carry a summon flame atronach spell and a good 1H weapon for when i get ambushed. Then, like you say I usually run for cover and snipe away with my bow.
There is also the option, not to fight for the books if your speech is high enough.
Wards are potentially great little tools. If your mana regen is high enough or have spell absorb, mana is replaced. The ward absorb perk is also awesome.
Mid/late game, sure, but that's certainly not something you can do "right off the bat". By the time you're casting for free you can tank most forms of damage anyways.
When i play a mage, i escape helgen and then i work on magic skills, the rest of the game goes on hold untill i'm ready, but thats me. You play your way, i play mine. ;)
Other than that they're an awesome bonus for anyone who plays as melee has 100% Cost-Reduction on Resto skills. Which... probably not many people have, because it's super-ineffective, but if you're roleplaying a paladin, then they help a lot.
And many overhaul-mods make them more useful by making the game harder in general.