Hells Plant > Needs and item and wont kill you unless there are many of them on the ground.
Howling of Mandragora ( not a good example, but it requires a item that I'm not sure can be made and drops from Drosera and Muscipular at a intolerably low rate. Will you see this often in woe? I think not.)
The problem I have with Hell's plant isn't the damage but:
1) No fixed casting time (can be instantly casted)
2) Can be placed directly under the target
3) Stuns for 20 unreducable seconds in an AoE at high chance. More testing is required but Shank said it was able to stun even people who had over 100 vit at very high chance.
Howling:
How is an item with a 2% chance to drop (3% on premium) from a 105 monster that can be
bottedhunted by perma lvl 99 chars be considered RARE?
Another skill I have a problem with is Crazy Weed but I just can't put my hands on what exactly that makes me this this skill is too strong.
Pros:
No fixed casting,
high damage,
ranged Melee damage (it is melee damage but at range, so it bypasses Range reductions like DA)
Ganbantein effect
Cons:
The item is quite rare (Requires 10 pickly fruits for 4~6 uses)
requires a lot of skill points (High tier skill)
deals damage randomly and unreliably (it is a meteor storm with random number of Meteors)
I guess I just don't like the idea of an instant cast Ganbantein in a 13x13 AoE that also deals damage as a bonus.
Onto cart cannon:
Yes this skill is reducable by a mini boss cards and skills. But why should this skill be so much stronger than any other ranged AoE skill aside from DBreath and Crazy Weed both still having fixed casting time, delay and/or cooldown? And can't you guys see the problem with this skill in PVM? Also you do know that you have Ghost cannon balls to increase your damage against GR players right?
Arrow Storm:
Has fixed casting time and cooldown, reducable by Thara+etc.
Severe Rain storm:
deals damage over 3 seconds, has fixed casting time, after cast delay and cooldown.
Arm cannon:
Requires Mado, has after cast delay, reducable by Thara+etc.
Why should Cart cannon be instant castable, and ASPD spammable while not being reduced by demi human, range, and element (Draco card and etc)) reduction not to mention elemental resistance (Raydric card) but has the
potential to do the most damage? The biggest problem with this skill is
its quadratic damage formula in relation to STR and INT and
exponential DPS in relation to casting time.
You can see the damage tests made by the korean player Eltan here. Leaving Cart cannon unchanged is very imbalanced as it creates a HUGE discrepancy between rich players and poor players. My suggestion would be to make the damage formula much more linear (STR+INT instead of STR*INT) then give it casting time/delay befitting of the new formula. (Edit: to semi quote Shank "Cart cannon without Hammer and dual megs is crap")
Also Bugs:
Cart is reduced and misses to Ghost monsters even if it can be endowed with element to do bonus damage making the Ghost Cannon Ball less useful against ghost1 monsters and useless against Ghost2 or higher. Arm cannon from Mechanic suffers the same bug.
Demonic Fire does not damage other players in PVP.
Axe Mastery should be renamed Axe and Sword mastery because it was buffed to affect swords in Renewal.
Edited by Clogon, 06 November 2010 - 08:20 AM.