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<blockquote data-quote="Stalker0" data-source="post: 4141095" data-attributes="member: 5889"><p>My comments:</p><p></p><p>Earthpact: I think the -1 square move is just fine, but the cannot shift is too strong. Warlocks can easily spam their curses on a field very quickly. Compare this to the fey pact that lets you teleport, but ONLY if you kill the guy. This effect would be on for most of the fight. </p><p></p><p>Dustshot: This one seems a little off, I'll try to think of other recommendations later.</p><p></p><p>Liquid Earth: This one is actually a decently powerful ability, as you can prevent nearly any creature from shifting. Don't know if its worth it most of the time as a standard action, but then again might be too good as a move.</p><p></p><p>Earth Spike: I would change the immobilization to save ends. This seems to be the theme for 4e, 2 rounds of unstoppable immobilization is too good.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 4141095, member: 5889"] My comments: Earthpact: I think the -1 square move is just fine, but the cannot shift is too strong. Warlocks can easily spam their curses on a field very quickly. Compare this to the fey pact that lets you teleport, but ONLY if you kill the guy. This effect would be on for most of the fight. Dustshot: This one seems a little off, I'll try to think of other recommendations later. Liquid Earth: This one is actually a decently powerful ability, as you can prevent nearly any creature from shifting. Don't know if its worth it most of the time as a standard action, but then again might be too good as a move. Earth Spike: I would change the immobilization to save ends. This seems to be the theme for 4e, 2 rounds of unstoppable immobilization is too good. [/QUOTE]
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