While I'd take a psychoport torque over the other options, the other tools are far from useless:donkatsu wrote:Second, if you think psychoport torques are game-changingly good, then it seems to me that rather than make it guaranteed, it should be made weaker or its competitors should be made stronger. I do think it is far and away the best non-artifact tool to be wearing, only because removing 2 poisons or blocking 13 fire and cold damage for 6 turns are basically worthless. Making an obvious choice (wear the psychoport torque) guaranteed just further obsoletes the alternatives.
Cure poison will save an escort or the yeek wayist under many situation.
Thermal torques are great for rogue trapers early on. (also skele-mage vaults)
A quiet charged torque makes Urkis a cakewall.
Rushing totems give melee another closer
A warded torque/wand/totem + a greater staff of greater warding stacks up to 5 wards in some elements
wands of detection have obvious uses
thorny skin is great for rogues early on
I do agree psychoport shouldn't be guaranteed. There are other mobility options for antimagic. They may not be as a good, but sometimes you have to make do with what you've got.