this post was submitted on 09 Sep 2024
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So I am running around with a wand of warding +3 and a wand of warding +2 on a gladiator file. It is a useful wand, but is it really the top-tier wand that some people on the internet seem to say it is? The Greater Sentries can be killed, and they even lose health by firing. I could see them being OP if they did not cost health to attack. But the way they are now, if you want them to survive, at least at deeper floors, you have to feed them charges to try and maintain their health. You could have spent those turns directly attacking the enemy instead.

Is there something that I am missing on how best to use the wand of warding? What are the best strategies to take advantage of it?

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[–] sirxdaemon@lemmy.ca 6 points 1 month ago (11 children)

You can use the sentry to block attacks toward you; by putting one directly in the line of fire. They can also delay mob movement towards you if you already have the mob's agro. A sentry can also set off traps, as well as pass through enemies; like a corrosive gas trap behind a mob; that you wouldn't be able to set off with an item in your inventory.

With a bunch of challenges enabled, particularly Into the Darkness, or just on dark levels, the increased sight and scouting provided is quite helpful.

As the huntress, sometimes I like to camp in a garden to heal, level up a bit, and stomp grass with Rejuvenating Steps. Again, a sentry gives me scouting, so I don't have to watch the doors to the adjoining room as closely for enemies to bow down from within the garden.

If given a choice, I would typically pick any other wand over warding but it is versatile and I think is underutilize.

[–] netvor@lemmy.world 1 points 1 month ago (1 children)

As the huntress, sometimes I like to camp in a garden to heal, level up a bit, and stomp grass with Rejuvenating Steps

I hate to steal the thread but how good are gardens really?

I never learned how to make proper advantage of them. Obviously they have some loot, and there's the invisibility thing but every time I wanted to use it as a resting place mobs always found me what felt as just as easily as anywhere. But the fact that they get auto marked in the list of visited places tells me they should be valuable enough to return to, similar to alchemy labs, but they don't seem to be. But then again, maybe I'm just missing something.

(The Rejuvenating Steps part is great but any patch of grass can do that.)

[–] sirxdaemon@lemmy.ca 2 points 1 month ago* (last edited 1 month ago)

The invisibility helps in avoiding enemies. Walk away twice from a mob that's spotted you and they'll lose sight of you. Every time that you back away from a mob, while you're in the garden, you can make a sneak attack, so it's easy to kill enemies there.

With the huntress and her bow, ideally you want to bow down enemies before they reach the garden. Without a wand of warding, I just pass turns while keeping an eye on the doors in the adjoining room. A door that suddenly opens may indicate an mob entering the room and ready to be shot at. I'll start shooting once I think they've reached my line of fire and if there's no hit after a few shots, it could be that a mob spawned in the room and was exiting instead.

For other classes, resting in the garden may be a detriment. The time spent holing up in a garden could've been used to explore; potentially finding useful items. It's rare that I eat and heal in the garden with the other classes.

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