I am unsure what class these would go into, although Alchemist makes a degree of sense and could probably use a few more talents.
But basically, it'd be neat to have some talents to improve the function of recharging magic items. Specifically, some possibilities:
A passive or sustain that makes your magic items recover energy faster. (Would one extra point per turn per talent level be too much?)
An instant talent that recovers an amount of charge to one (or perhaps all) charged items in your inventory. It doesn't recharge things that don't recharge on their own, like wands.
A talent that boosts your effective stat for any item powers derived from stats. Possibly, it could also substitute that stat for Magic or for your highest stat or something. (Something similar to this for runes and infusions might also be interesting.)
Probably a fourth one is needed, so there can be a tree devoted to it, but I'm unsure what it would be.
Talents for using activate magic items better.
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Re: Talents for using activate magic items better.
Alpha strike as fourth tier 
Active, choose X activatables and fire 'em all off in the same action.
Active, choose X activatables and fire 'em all off in the same action.
Re: Talents for using activate magic items better.
What I would really like to see is kind of the reverse, actually, Activates for using talents better ^_^
What I mean by this, is say you have a fighter with rush, and boots with a rush activation. This gives you two options to use rush, talents or power. What would be really cool, would be if you have an option to use the item, as currently implemented but if you have the same talent, and it is off cooldown the ability to "Augment" your talent with the item, which puts the talent on cooldown, uses up the items power as it would normally, and then casts the ability with the items ability level added to the characters skill. this would make items which provide low level skills useful to those who have those abilities trained at higher levels. the artifact use from Eel skin armour is currently useless to an Archmage with a lot of points in lightning (yes I know the passive is still good) but if the on use level 2 lightning could augment the mages 5 point spell up to level 7 periodically, it give the armour a nice way of occasionally boosting the mages output
What I mean by this, is say you have a fighter with rush, and boots with a rush activation. This gives you two options to use rush, talents or power. What would be really cool, would be if you have an option to use the item, as currently implemented but if you have the same talent, and it is off cooldown the ability to "Augment" your talent with the item, which puts the talent on cooldown, uses up the items power as it would normally, and then casts the ability with the items ability level added to the characters skill. this would make items which provide low level skills useful to those who have those abilities trained at higher levels. the artifact use from Eel skin armour is currently useless to an Archmage with a lot of points in lightning (yes I know the passive is still good) but if the on use level 2 lightning could augment the mages 5 point spell up to level 7 periodically, it give the armour a nice way of occasionally boosting the mages output
Re: Talents for using activate magic items better.
Possibly an easier implementation (for making activable talents on items work in harmony with a toon's own pre-existing skills) may be to just have the effective tlvl of activable items = character's tlvl (or 0) + item's usual tlvl...
The OP's idea is separate from that and certainly seems to have promise in its own right though!
The OP's idea is separate from that and certainly seems to have promise in its own right though!
Re: Talents for using activate magic items better.
This would actually be a neat tree for a class focused on using runes/infusions. I think that one of those talents, when leveled to 5, should allow the use of unequipped items' abilities.
1 extra charge per turn per talent level might be a bit much though. That would be 6 per turn at level 5. Which would be using the frost wraps every turn... Boulderspam ftw?
1 extra charge per turn per talent level might be a bit much though. That would be 6 per turn at level 5. Which would be using the frost wraps every turn... Boulderspam ftw?