My level 35 half-elf rogue (in 3.5) found a rod of healing and in spite of constantly lacking healing options I dropped it immediately. 10% failure rate is just too high for the situations where I want to use healing. I think this is a general issue of most of the late game rods. If healing rods had a failure rate of 1 to 3% depending on device skill they would be a great find that is useful to keep. Teleport other rods are similar. By the time you find one its mostly useless because the failure rate is no better than the spell (which everyone but warriors get) and you can't use it multiple times in a row. 0% failure is something that only advanced casters should get but if I could get below the 5% spell threshold I might actually use rods.
late game rods
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Rods of healing are still useful, as are artifacts that activate for big healing effects. But you have to try to use them before you're in one-shot-dead territory, so they're only useful for the classes with more HP.
That said, they take so bloody long to recharge that I never bother with them myself.
As for Teleport Other, it may only be useful for warriors, but warriors find the things invaluable. Same goes for e.g. Rods of Trap Location and Rods of Detection. And they have a niche of utility for hybrid casters if there's a period where the character's SP aren't sufficient to spam the spell; IIRC Teleport Other is moderately expensive for hybrid casters. -
I have vague memory that recharge rates of those have been tweaked so that they are now a bit more useful.Comment
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As a rule of tumb for Angband in general - if you'd use anything your life depends on with even a tiny failure rate, it will fail four times in a row.Comment
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I also wouldn't mind the failure rate dropping a bit. 10% fail is awfully high.Comment
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