I'll just get right to it, a few changes id like to see done to traps for rogues to make them, much more desirable, add some depth to the class, and finely bring a little bit of real utility to a otherwise, 2 button class.
1) Make all trap kits ammo equipable, from inventory is nice but if/when traps could be desirable, ammo slot would be absolutely pro so i could leave beads or something in the inventory slot.
2) 4 Levels of Trap kits, First one would be from your basic rogue merchant in any rogue guild, the exact same one you already start with 5 second cast time 5min recast, Second one would be the thurg one just like it currently is, 4 second cast time 4 min recast. Third one would be from i would like to say the murk theirs a few unfinished trap/poison quests in the murk and i think this could fill that gap, 2 second cast time, 3min and 30 second recast, Fourth and final one, Would come from the reward of the vah assassination line, the current reward is a stasis trap kit from the old trap system, so the reward would just be changed to, Stasis trap knowledge, and a new trap kit with a instant cast time, and a 3min 30 second recast.
3) The Utility of it all, Current traps can be found here: http://wiki.shardsofdalaya.com/index.php/Set/Disarm_Traps
For the most part id like to see most of the starter traps remain as they are, with a few minor changes and a few specialized traps.
A) Stasis trap, Currently exists and is amazing, You get it for finishing the vah assassination line, and it is a 95% snare and 35% slow, and as its currently working as of 10min ago scales duration wise based on skill level, What duration vs scale vs skill mods could be adjusted as needed this is pretty powerful, I would say personally for this trap, have it scale at 1 tic for every 10 points you have in the skill for a total of 2 and a half minutes, with max set trap mod would scale to 2min and 45 seconds, With the recast of traps being 3min and 30 seconds, Would leave the mob potentially unslowed/snared for quite awhile enough to balance it out and not make rogues the new slower for a group.
B) An AoE stun trap, Much like Shout of Agony, this wouldn't be specificly overpowering, as you would have to set it up ahead of time, an example of when it could be used and be super useful, Group is heading to MK, Your at the 3,2,3 pull, You run up the little hill you just came down lay this trap down, Let your group know and if shit hits the fan everyone knows to run the mobs back to this trap, and it would give you the chance to get things under control mez's happening get the necro down, Ect. Where this trap could come from, I'll leave that up to whomever but i always felt that murk/refugee rewards ware a bit lacking for melee.
C) A short term unresistable mez trap with a max level of 65, Must need atleast a skill level of 200 to even attempt this trap, and even with max skill and mods would only last 15-20 seconds, This would be particularly useful in abyss,any 6man zone, It wouldn't by any means be a replacement for any other classes mez the duration just doesn't stack up, What it would do is make that mob immobile for 15-20 seconds well the enchanter/bard takes over.
D) Replace Concuss trap with a mem blur trap, it would basically scale like the enchanter mem blur line would, and function in the same fashion, Example of use would be, Low tier warrior tanking, with enchanter mezzing, Enchanter goes and stands new the trap and if his mem blur fails theirs another chance for one to happen, Another possible use would be rogue takes aggro on something knows where he/she left this trap and runs to it, and it drops aggro, for when evade/stance 5/escape aren't working/down ect. This one wouldn't have extreme use but could none the less be super handy when it is needed.
E) Snare trap, leave as is until skill level is greater then 150, after 150 you gain a chance for it to become a AoE snare that, and at 250 is always a AoE snare, Any overcap would add to the snare duration and/or %, This one speaks for itself on usefulness, it wouldn't be overly used but when snares are useful it would be super nice.
F) A reverse DS trap much like the cleric Spell Deific Brand, Not nearly as potent would only be useable after 100 trap skill, and would scale from there from 1 reverse DS at 100, to 10 at 250, with a max of 11 at max skill mod.
G) A charm trap, This wouldn't be useable until level max trapping 250, and would not scale with mods at all, Would be much like the bard charm, and have very limited use and even more limited duration, 30-45 seconds?
4) To touch of tome of trapping and what it would do for these, Essentially would just make them scale harder along the same lines as skill mod would, This could be a bit dicey on making some of these overpowered, IF you made this tome scale that way, Cut down some of the numbers so that after tome of trapping 2, you'd land on those numbers then 3 and 4 would scale beyond those.
There are a few more idea's floating around in my head but this should get across the gist of whats up there, Some of these might be overpowering, some not, who knows please give lots of feedback.
1) Make all trap kits ammo equipable, from inventory is nice but if/when traps could be desirable, ammo slot would be absolutely pro so i could leave beads or something in the inventory slot.
2) 4 Levels of Trap kits, First one would be from your basic rogue merchant in any rogue guild, the exact same one you already start with 5 second cast time 5min recast, Second one would be the thurg one just like it currently is, 4 second cast time 4 min recast. Third one would be from i would like to say the murk theirs a few unfinished trap/poison quests in the murk and i think this could fill that gap, 2 second cast time, 3min and 30 second recast, Fourth and final one, Would come from the reward of the vah assassination line, the current reward is a stasis trap kit from the old trap system, so the reward would just be changed to, Stasis trap knowledge, and a new trap kit with a instant cast time, and a 3min 30 second recast.
3) The Utility of it all, Current traps can be found here: http://wiki.shardsofdalaya.com/index.php/Set/Disarm_Traps
For the most part id like to see most of the starter traps remain as they are, with a few minor changes and a few specialized traps.
A) Stasis trap, Currently exists and is amazing, You get it for finishing the vah assassination line, and it is a 95% snare and 35% slow, and as its currently working as of 10min ago scales duration wise based on skill level, What duration vs scale vs skill mods could be adjusted as needed this is pretty powerful, I would say personally for this trap, have it scale at 1 tic for every 10 points you have in the skill for a total of 2 and a half minutes, with max set trap mod would scale to 2min and 45 seconds, With the recast of traps being 3min and 30 seconds, Would leave the mob potentially unslowed/snared for quite awhile enough to balance it out and not make rogues the new slower for a group.
B) An AoE stun trap, Much like Shout of Agony, this wouldn't be specificly overpowering, as you would have to set it up ahead of time, an example of when it could be used and be super useful, Group is heading to MK, Your at the 3,2,3 pull, You run up the little hill you just came down lay this trap down, Let your group know and if shit hits the fan everyone knows to run the mobs back to this trap, and it would give you the chance to get things under control mez's happening get the necro down, Ect. Where this trap could come from, I'll leave that up to whomever but i always felt that murk/refugee rewards ware a bit lacking for melee.
C) A short term unresistable mez trap with a max level of 65, Must need atleast a skill level of 200 to even attempt this trap, and even with max skill and mods would only last 15-20 seconds, This would be particularly useful in abyss,any 6man zone, It wouldn't by any means be a replacement for any other classes mez the duration just doesn't stack up, What it would do is make that mob immobile for 15-20 seconds well the enchanter/bard takes over.
D) Replace Concuss trap with a mem blur trap, it would basically scale like the enchanter mem blur line would, and function in the same fashion, Example of use would be, Low tier warrior tanking, with enchanter mezzing, Enchanter goes and stands new the trap and if his mem blur fails theirs another chance for one to happen, Another possible use would be rogue takes aggro on something knows where he/she left this trap and runs to it, and it drops aggro, for when evade/stance 5/escape aren't working/down ect. This one wouldn't have extreme use but could none the less be super handy when it is needed.
E) Snare trap, leave as is until skill level is greater then 150, after 150 you gain a chance for it to become a AoE snare that, and at 250 is always a AoE snare, Any overcap would add to the snare duration and/or %, This one speaks for itself on usefulness, it wouldn't be overly used but when snares are useful it would be super nice.
F) A reverse DS trap much like the cleric Spell Deific Brand, Not nearly as potent would only be useable after 100 trap skill, and would scale from there from 1 reverse DS at 100, to 10 at 250, with a max of 11 at max skill mod.
G) A charm trap, This wouldn't be useable until level max trapping 250, and would not scale with mods at all, Would be much like the bard charm, and have very limited use and even more limited duration, 30-45 seconds?
4) To touch of tome of trapping and what it would do for these, Essentially would just make them scale harder along the same lines as skill mod would, This could be a bit dicey on making some of these overpowered, IF you made this tome scale that way, Cut down some of the numbers so that after tome of trapping 2, you'd land on those numbers then 3 and 4 would scale beyond those.
There are a few more idea's floating around in my head but this should get across the gist of whats up there, Some of these might be overpowering, some not, who knows please give lots of feedback.