Well if aggro management worked correctly then agents wouldn't need a deaggro device to lessen mob hate enough for mobs to not be able to be taunted off an agent that used an aimed shot.
In an ideal world our high concealment skill would reduce a mobs hate toward us when we crit even while not in sneak. Then an agent could buff the non tank classes in the group to lower their aggro. Adventurers using pronouncement of greatness would benefit from the 200+ conceal buff of an actually useful morph (that they already have) to reduce their aggro when they heal. Keep the concealment skill of the rest of the group high and keep the conceal of tanks low. This would allow tanks to use their taunts more effectively when tanking. An agent's role in a team is the puller...at least it used to be anyway....before it was just the gimped buff monkey. We aren't tanks we need to have some way of lowering mob aggro enough for tanks to use their taunts to get the mob off of us.
I'd like to be able to use aimed shot while concealed and not initiate my attack sequence and drop sneak mode. Instead the mob I attacked would aggro me none of his friends would follow me. And I can then pull the mob to a safe location where the rest of my team is and continue my attack with my normal damage attacks. The mob should be easily taunted off of me by the actual tank and the tank should maintain the mobs hate directly at him/her.
Unfortunately this isn't an ideal world no matter how much we wish it was. This being the case I'll give some suggestions to improve the functionality of what is available now.
Agents actually have green psychology skill. At least the deaggro device would allow us to have a reason to put some ip into it. The idea behind the creation of a detaunting device for agents is sound...they don't want to give us a calm nano the only other option. If they are going to add this item and make it agent only then they need to adjust its functionality a little bit. It shouldn't reduce the mob's hate towards the user of the detaunter (us) when we use it on them instead it should reduce a mob's hate toward the mob's current fighting target. That way agents would be able to detaunt the mob off the doc to reduce the mob's hate toward him/her when they are being attacked by that mob. The mob's hate towards the doc is reduced making it easier for the tank to taunt the mob off of the doc. In this way only agents could do this allowing for agents to be useful in aggro management.
This way when we pull we can then deaggro the mob enough for the mob to be taunted by the tank off of us. If the mob aggros the doc we should then be able to deaggro the mob again so that the tank can taunt the mob off the doc. This would allow the puller to pull, the tank to tank, and the healer to heal. Each of us should play a role. If a doc could detaunt why would they need the agent? Add functionality to the game that works please...I want to be "fixed" (eventually)and I want to be able to have an agent role in a team again. This would also allow us to be useful in teams where the tank is a pet. If the pet's master gets aggro we can detaunt the mob to make it easier for the pet's taunting ability to taunt the mob off the owner. And since it would be unavailable to any native pet user this wouldn't effect solo play. Which would make pet users too risk free when getting experience if it was given to everyone. We miss our identity funcom and we want it back...we want a viable role in a group as an agent...not merely a buff monkey.
Give fixer's a break funcom reduce the req on their nanos to something reasonable for their expected skill level. And give them a calm nano they need it. Giving a calm nano would be a bit unbalancing for an agent I suppose but for a dark blue nano skilled fixer they could use some more added functionality when they pull for a group. If you're not going to adjust the requirements of grid armor then you better not treat it as social armor.