Superb Great Superb Good controller|defender from 1-30.
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Ventus Maximus, level 30
Shardmind, Wizard|Swordmage, Master of Flame, Sage of Ages
Swordmage Aegis (Hybrid): Aegis of Shielding
Hybrid Talent: Swordmage Warding
Arcane Admixture Damage Type: Arcane Admixture Thunder
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Wand)
Shardmind: Religion Bonus
Arcane Admixture Power: Sword Burst
Quickened Spellcasting: Sword Burst
Background: High Imaskar, Arcane Refugee (High Imaskar Benefit)
FINAL ABILITY SCORES
Str 15, Con 21, Dex 16, Int 26, Wis 16, Cha 10.
STARTING ABILITY SCORES
Str 13, Con 13, Dex 14, Int 16, Wis 12, Cha 8.
AC: 44 Fort: 38 Reflex: 41 Will: 40
HP: 178 Surges: 12 Surge Value: 44
TRAINED SKILLS
Religion +45, History +43, Arcana +54, Endurance +27
UNTRAINED SKILLS
Acrobatics +18, Bluff +15, Diplomacy +15, Dungeoneering +24, Heal +18, Insight +18, Intimidate +15, Nature +24, Perception +18, Stealth +18, Streetwise +15, Thievery +18, Athletics +17
FEATS
Level 1: Hybrid Talent
Level 2: White Lotus Riposte
Level 4: Unarmored Agility (retrained to Greater Swordmage Warding at Level 20)
Level 6: Versatile Expertise
Level 8: Mark of Storm
Level 10: Wrathful Warrior
Level 11: Polearm Momentum
Level 12: Arcane Admixture
Level 14: White Lotus Master Riposte
Level 16: Resounding Thunder
Level 18: Arcane Reach
Level 20: Double Aegis (retrained to Total Aegis at Level 21)
Level 21: Rapid Aegis Reaction
Level 22: Strength Through Challenge
Level 24: Arcane Familiar
Level 26: Skill Focus (Arcana)
Level 28: Quickened Spellcasting
Level 30: Epic Resurgence
POWERS
Hybrid at-will 1: Sword Burst
Hybrid at-will 1: Thunderwave
Hybrid encounter 1: Grasping Shadows
Hybrid daily 1: Frost Backlash
Hybrid utility 2: Channeling Shield (retrained to Arcane Insight at Level 26)
Hybrid encounter 3: Dimensional Vortex
Hybrid daily 5: Stinking Cloud
Hybrid utility 6: Wizard's Escape
Hybrid encounter 7: Echoes of Sword Magic
Hybrid daily 9: Visions of Ruin
Hybrid utility 10: Blur
Hybrid encounter 13: Prismatic Burst (replaces Grasping Shadows)
Hybrid daily 15: Wall of Ice (replaces Visions of Ruin)
Hybrid utility 16: Borrowed Confidence
Hybrid encounter 17: Surprising Transposition (replaces Echoes of Sword Magic)
Hybrid daily 19: Death's Resurgence (replaces Frost Backlash)
Hybrid utility 22: Wall of Force
Hybrid encounter 23: Acid Storm (replaces Prismatic Burst)
Hybrid daily 25: Bubbling Acid (replaces Stinking Cloud)
Hybrid encounter 27: Charm of Puppet Strings (replaces Acid Storm)
Hybrid daily 29: Prismatic Wall (replaces Wall of Ice)
ITEMS
Rushing Cleats (heroic tier), Runic Starweave Armor +6, Runic Glaive +6, Vecna's Puzzle Box (epic tier), Avandra's Ring (epic tier), Ioun's Flame (epic tier), Zehir's Gloves (epic tier), Bane's Collar +6, Opal Ring of Remembrance (epic tier), Sash of Regeneration (epic tier), Ankhmon's Bracers (paragon tier), Eager Hero's Tattoo (epic tier), Talent Shard (level 23) (10)
RITUALS
Endure Elements, Enhance Vessel, Summon Winds, Water Walk
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Ventus Maximus, level 30
Shardmind, Wizard|Swordmage, Master of Flame, Sage of Ages
Swordmage Aegis (Hybrid): Aegis of Shielding
Hybrid Talent: Swordmage Warding
Arcane Admixture Damage Type: Arcane Admixture Thunder
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Wand)
Shardmind: Religion Bonus
Arcane Admixture Power: Sword Burst
Quickened Spellcasting: Sword Burst
Background: High Imaskar, Arcane Refugee (High Imaskar Benefit)
FINAL ABILITY SCORES
Str 15, Con 21, Dex 16, Int 26, Wis 16, Cha 10.
STARTING ABILITY SCORES
Str 13, Con 13, Dex 14, Int 16, Wis 12, Cha 8.
AC: 44 Fort: 38 Reflex: 41 Will: 40
HP: 178 Surges: 12 Surge Value: 44
TRAINED SKILLS
Religion +45, History +43, Arcana +54, Endurance +27
UNTRAINED SKILLS
Acrobatics +18, Bluff +15, Diplomacy +15, Dungeoneering +24, Heal +18, Insight +18, Intimidate +15, Nature +24, Perception +18, Stealth +18, Streetwise +15, Thievery +18, Athletics +17
FEATS
Level 1: Hybrid Talent
Level 2: White Lotus Riposte
Level 4: Unarmored Agility (retrained to Greater Swordmage Warding at Level 20)
Level 6: Versatile Expertise
Level 8: Mark of Storm
Level 10: Wrathful Warrior
Level 11: Polearm Momentum
Level 12: Arcane Admixture
Level 14: White Lotus Master Riposte
Level 16: Resounding Thunder
Level 18: Arcane Reach
Level 20: Double Aegis (retrained to Total Aegis at Level 21)
Level 21: Rapid Aegis Reaction
Level 22: Strength Through Challenge
Level 24: Arcane Familiar
Level 26: Skill Focus (Arcana)
Level 28: Quickened Spellcasting
Level 30: Epic Resurgence
POWERS
Hybrid at-will 1: Sword Burst
Hybrid at-will 1: Thunderwave
Hybrid encounter 1: Grasping Shadows
Hybrid daily 1: Frost Backlash
Hybrid utility 2: Channeling Shield (retrained to Arcane Insight at Level 26)
Hybrid encounter 3: Dimensional Vortex
Hybrid daily 5: Stinking Cloud
Hybrid utility 6: Wizard's Escape
Hybrid encounter 7: Echoes of Sword Magic
Hybrid daily 9: Visions of Ruin
Hybrid utility 10: Blur
Hybrid encounter 13: Prismatic Burst (replaces Grasping Shadows)
Hybrid daily 15: Wall of Ice (replaces Visions of Ruin)
Hybrid utility 16: Borrowed Confidence
Hybrid encounter 17: Surprising Transposition (replaces Echoes of Sword Magic)
Hybrid daily 19: Death's Resurgence (replaces Frost Backlash)
Hybrid utility 22: Wall of Force
Hybrid encounter 23: Acid Storm (replaces Prismatic Burst)
Hybrid daily 25: Bubbling Acid (replaces Stinking Cloud)
Hybrid encounter 27: Charm of Puppet Strings (replaces Acid Storm)
Hybrid daily 29: Prismatic Wall (replaces Wall of Ice)
ITEMS
Rushing Cleats (heroic tier), Runic Starweave Armor +6, Runic Glaive +6, Vecna's Puzzle Box (epic tier), Avandra's Ring (epic tier), Ioun's Flame (epic tier), Zehir's Gloves (epic tier), Bane's Collar +6, Opal Ring of Remembrance (epic tier), Sash of Regeneration (epic tier), Ankhmon's Bracers (paragon tier), Eager Hero's Tattoo (epic tier), Talent Shard (level 23) (10)
RITUALS
Endure Elements, Enhance Vessel, Summon Winds, Water Walk
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Stats
Stats are pretty tight:
Str = 13 by paragon, used to qualify for MC fighter, and Greater Swordmage Warding.
Con = * Put every extra point into here, Raise every chance
Dex = 15 by paragon, used to qualify for Arcane Reach, and Polearm Momentum*
Int = 18 Raise every chance, it's your attack stat.
Wis = 15 by paragon, used to qualify for Polearm Momentum*
Cha = 8, dump stat
*Unless your starting in epic, then obviously you need 15 by epic.
Str = 13 by paragon, used to qualify for MC fighter, and Greater Swordmage Warding.
Con = * Put every extra point into here, Raise every chance
Dex = 15 by paragon, used to qualify for Arcane Reach, and Polearm Momentum*
Int = 18 Raise every chance, it's your attack stat.
Wis = 15 by paragon, used to qualify for Polearm Momentum*
Cha = 8, dump stat
*Unless your starting in epic, then obviously you need 15 by epic.
Races
Top
choice, Human. The extra feat lets you get things 2 levels earlier, add
in more defense and an extra ranged option (phantom bolt, target's
will, forced movement), and you've got gold. The full build isn't
human because i would need to shift every feat, and do lot's of
retraining. I wanted to keep things simplier.
Shadar-kai, (mobility + insubstantial) Eladrain and Shardmind (+2 arcana and mobility) are a very close second.
Stormsoul Genasi, you can really milk that extra damage, and it's very flavorfull.
Any other +Int races
You can do this with a +Dex/+Wis (18 Int 10 Con) race too, if your partial to elfs.
I don't recommend anyone else, stats are too tight.
Shadar-kai, (mobility + insubstantial) Eladrain and Shardmind (+2 arcana and mobility) are a very close second.
Stormsoul Genasi, you can really milk that extra damage, and it's very flavorfull.
Any other +Int races
You can do this with a +Dex/+Wis (18 Int 10 Con) race too, if your partial to elfs.
I don't recommend anyone else, stats are too tight.
Feats
All
the feats work great together, not really any room for extras, but
here's some others that synergise well, in case your DM gives you
Expertise for free, or your human an need a filler at lvl 10.
Ritual casting, always usefull
Solid Sound, defense where you need it
Haft defense, for paragon+ when you get your glaive
Greater Agies of Shielding, if your ignored alot
Weapon Focus, if their not dying fast enough
Intelligent Blademaster, good to have a MBA
Skill Power, to grab Arcane Mutterings, if your game is more skill based.
Ritual casting, always usefull
Solid Sound, defense where you need it
Haft defense, for paragon+ when you get your glaive
Greater Agies of Shielding, if your ignored alot
Weapon Focus, if their not dying fast enough
Intelligent Blademaster, good to have a MBA
Skill Power, to grab Arcane Mutterings, if your game is more skill based.
Items
Rushing Cleats (lvl 6) combo's with mark of storms to gets your slide to 2, which is needed for polearm momentum. You don't need this till 11, but it's handy earlier.
A longsword in heroic, high accuracy and leaves you hand free for the warding bonus.
A glaive in paragon, since it's a heavy blade and a polearm, which you need for polarm momentum.
Weapon of Summer glaive (lvl 15) to give you the fire keyword, needed for the lvl 12 Util and the lvl 16 blast/burst size increase. Also has a very usefull daily.
Cloak of distortion, helps bring creatures within range of your blasts and protect you from ranged attackers, not strictly needed, but highly recommended. It does even more at later levels.
Other then that, focus on saving trows and status avoidances, or just things that just avoid you getting hit in the first place. Remember riposte goes off, hit or miss. Late game arcane checks.
Rushing Cleats (lvl 6) combo's with mark of storms to gets your slide to 2, which is needed for polearm momentum. You don't need this till 11, but it's handy earlier.
A longsword in heroic, high accuracy and leaves you hand free for the warding bonus.
A glaive in paragon, since it's a heavy blade and a polearm, which you need for polarm momentum.
Weapon of Summer glaive (lvl 15) to give you the fire keyword, needed for the lvl 12 Util and the lvl 16 blast/burst size increase. Also has a very usefull daily.
Cloak of distortion, helps bring creatures within range of your blasts and protect you from ranged attackers, not strictly needed, but highly recommended. It does even more at later levels.
Other then that, focus on saving trows and status avoidances, or just things that just avoid you getting hit in the first place. Remember riposte goes off, hit or miss. Late game arcane checks.
General Strategies
You'll be using swordburst or thunderwave most of the time, so keep close to enemies and try and keep them grouped (paticularly in your zones).
3 encounter powers (wizards escape, dimensional vortex, surprising transposition), a daily (frost backlash -> Death's Resurgence), your aegis, and MWLR that are all immidiate actions. You can only use 1/turn (till epic), so don't hesitate or they might go to waste.
Setup your zones and slide enemies though them multiple times to stack damage.
Block line of sight from ranged attackers, your dailies and some encounter powers do this, it'll help bring them closer. You fight best in close quarters.
You'll be using swordburst or thunderwave most of the time, so keep close to enemies and try and keep them grouped (paticularly in your zones).
3 encounter powers (wizards escape, dimensional vortex, surprising transposition), a daily (frost backlash -> Death's Resurgence), your aegis, and MWLR that are all immidiate actions. You can only use 1/turn (till epic), so don't hesitate or they might go to waste.
Setup your zones and slide enemies though them multiple times to stack damage.
Block line of sight from ranged attackers, your dailies and some encounter powers do this, it'll help bring them closer. You fight best in close quarters.
weaknesses
Single target damage, your not a striker, multi-taget is pretty good.
Low HP for a defender, though you can avoid a few attacker per encounter and have good defences.
Mobility, on the low side, block LOS and make them come to you.
Daze, it doesn't let you do your immediate and can hurt your sustains.
Stun, doesn't let you do anything.
Dominate, you have an extreme at-will, try not to let it be used against you.
Thunder/fire/force resistant dwarfs, cause your DM is out to get you.
Low HP for a defender, though you can avoid a few attacker per encounter and have good defences.
Mobility, on the low side, block LOS and make them come to you.
Daze, it doesn't let you do your immediate and can hurt your sustains.
Stun, doesn't let you do anything.
Dominate, you have an extreme at-will, try not to let it be used against you.
Thunder/fire/force resistant dwarfs, cause your DM is out to get you.
If you don't have Mark of Storms
Not having mark of storms can be gotten around. There are 2 ways to go about this.
1) Focus on Thunderwave. Replacing your boots for something that will let you get better positioning, and skip Acane Admixture, and take booming blade as your other at-will. You just have to be a little more carefull about hitting allies, but this net's you 2 feats.
2)Take windrise port background, MC Invoker, and pick up the Devoted Orator PP.
1) Focus on Thunderwave. Replacing your boots for something that will let you get better positioning, and skip Acane Admixture, and take booming blade as your other at-will. You just have to be a little more carefull about hitting allies, but this net's you 2 feats.
2)Take windrise port background, MC Invoker, and pick up the Devoted Orator PP.
Lvl 1-10
1aw) Thunderwave is a solid power, plenty of things to do with it, and it will get more powerful
1aw) Swordburst will be less useful then thunderwave till paragon, but it target's a different defense and is enemy only.
1f) Start out with a one handed implement (longsword) for the warding bonus.
1e) Zone jr., thunderwave some creatures into it.
1d) Super Riposte, hopefully kills them before you get hurt
2f) Catch-22 begins, adds some good damage, but scale well.
2u) Great simple damage reduction and damage boost, can be used against any attack (including against yourself) but it doesn't scale well, and get's competing interupts, so eventually replace by arcane insight by epic. Arcane Mutterings should also be noted, possibly take it between mid paragon and lvl 26.
3e) Protect an ally, even from an unmaked foe, keep this all the way.
4f) Keeps you alive
5d) Zone's + forced movement = awesome, keeps archers off you too.
6f) Boring, but you need it
6u) Survivability at is greatest, you can still do riposte damage
7e) Free attack If you miss with swordburst, and it's thunder so it will slide/prone
8f) Add some extra control to all your powers, you can now start double dipping into zones (move them out, and back in).
9d) Virtually a burst 1 stun, use it on the archers.
10f) Mostly a prereq, if you only have 12 Str, take a filler and retrain next lvl
10u) Forces ranged attackers to get close, just make sure to mark them early, Illusory Wall is also a great choice here.
Make sure you get Rushing Cleats (lvl 6) and a glaive by lvl 11
1aw) Swordburst will be less useful then thunderwave till paragon, but it target's a different defense and is enemy only.
1f) Start out with a one handed implement (longsword) for the warding bonus.
1e) Zone jr., thunderwave some creatures into it.
1d) Super Riposte, hopefully kills them before you get hurt
2f) Catch-22 begins, adds some good damage, but scale well.
2u) Great simple damage reduction and damage boost, can be used against any attack (including against yourself) but it doesn't scale well, and get's competing interupts, so eventually replace by arcane insight by epic. Arcane Mutterings should also be noted, possibly take it between mid paragon and lvl 26.
3e) Protect an ally, even from an unmaked foe, keep this all the way.
4f) Keeps you alive
5d) Zone's + forced movement = awesome, keeps archers off you too.
6f) Boring, but you need it
6u) Survivability at is greatest, you can still do riposte damage
7e) Free attack If you miss with swordburst, and it's thunder so it will slide/prone
8f) Add some extra control to all your powers, you can now start double dipping into zones (move them out, and back in).
9d) Virtually a burst 1 stun, use it on the archers.
10f) Mostly a prereq, if you only have 12 Str, take a filler and retrain next lvl
10u) Forces ranged attackers to get close, just make sure to mark them early, Illusory Wall is also a great choice here.
Make sure you get Rushing Cleats (lvl 6) and a glaive by lvl 11
lvl 11-20
Master of Flame The big draw here is the lvl 16 feature. Acadamy Master makes a good alternitive.
AP Feature) Gather a few people around you before you AP.
11 Feature) A splash of damage, but chances are you'll crit 1/encounter, still pretty poor.
11e) Without a consistant way to inflict ongoing fire damage, this is too situational to use, It also doesn't benifit form any other feat. You can more or less ignore this.
11f) Thunderwave will knock prone
12f) Swordburst gets it's movement and knocks prone
12u) Insubstantial, extra damage, and extra "ripost" damage. Worth nothing you can't use Dimentional Votex or Surprising Transposition powers, but you still have aeigies + master riposte, though things are very unlikely to attack you (possibly taking 5+int+int+1d6+int+5) and only doing 1/2 damage.
13e) Large area blind, watch out for friendlies.
14f) Upgrade your catch-22. This actually get's better once you get rapid aegis
15d) More semi zone fun, keeps archers off you, and no susatain, you can also melt it in a hurry (vuln 25 fire) so be carefull, or Ball Lightning which get's burst 1 (2 at 16), slide 2 + prone as a minor.
16f) Bigger is better.
16u) Works great with an action point. It also works with your immidiate.
16pp) The main feature of the PP, all bursts
17e) Dimensional Vortex #2, keep this the rest of they way
18f) Now you don't have to stand so close
19d) If your not alive, you can't protect your allies.
20f) Mark 2, gives you more options for protection.
20d) Nice controll effect, and as i've stated Zone + forced movement = awsome. You could, concevibly, thunderwave out, mark of storms back, rushing cleats out, and sustain back for 45 (+thunderwave + 15 at the start of their turn) damage. Unfortunatly it only does damage, and you don't get to prone on a pull.
AP Feature) Gather a few people around you before you AP.
11 Feature) A splash of damage, but chances are you'll crit 1/encounter, still pretty poor.
11e) Without a consistant way to inflict ongoing fire damage, this is too situational to use, It also doesn't benifit form any other feat. You can more or less ignore this.
11f) Thunderwave will knock prone
12f) Swordburst gets it's movement and knocks prone
12u) Insubstantial, extra damage, and extra "ripost" damage. Worth nothing you can't use Dimentional Votex or Surprising Transposition powers, but you still have aeigies + master riposte, though things are very unlikely to attack you (possibly taking 5+int+int+1d6+int+5) and only doing 1/2 damage.
13e) Large area blind, watch out for friendlies.
14f) Upgrade your catch-22. This actually get's better once you get rapid aegis
15d) More semi zone fun, keeps archers off you, and no susatain, you can also melt it in a hurry (vuln 25 fire) so be carefull, or Ball Lightning which get's burst 1 (2 at 16), slide 2 + prone as a minor.
16f) Bigger is better.
16u) Works great with an action point. It also works with your immidiate.
16pp) The main feature of the PP, all bursts
17e) Dimensional Vortex #2, keep this the rest of they way
18f) Now you don't have to stand so close
19d) If your not alive, you can't protect your allies.
20f) Mark 2, gives you more options for protection.
20d) Nice controll effect, and as i've stated Zone + forced movement = awsome. You could, concevibly, thunderwave out, mark of storms back, rushing cleats out, and sustain back for 45 (+thunderwave + 15 at the start of their turn) damage. Unfortunatly it only does damage, and you don't get to prone on a pull.
lvl 21-30
Sage of Ages)
More accuracy, and with enough arcana, a massive boost at lvl 26.
If your not taking this ED, you don't need to boost your arcana.
21ED) You'll know not to use your firewall against fire resist creatures.
21f) Really helps you keep your interupts going.
22f) Shouldn't be hard to get 2, some repositioning might be needed first.
22u) Doesn't do damage, but still keeps people ranged attacks off of your group.
23e) HUGE area, Blocks LOS, and let's you push people into stuff.
24ED) 1 Re-roll a turn, you'll make enough attacks to ensure it's use
24f) Extra attack, +2 arcana, +2 vs the a horrible condition, perfect
25d) Zone + forced movement = awesome, blinding is great, and it's partially ally friendly.
25PP) +2 more damage for your at-wills
26f) Arcana boosting, not to exciting by itself
26ED) Super boost all around* The "real" capstone of this ED
27e) With all your forced movement, you should get plenty of free smacks, again you get this as a reliable daily (save ends) with your PP.
28f) An extra swordburst per encounter
29d) Zone + forced movement = awesome, and it's ally friendly.
30f) Adds a little leader bonus, but really this is an open feat slot
30ED) Nice to have a choice of 0 or kill, and Full HP, and even moves you up in init. Be ware that it only works on attacks.
*I generally go +2 attack->save at the beginning->+2 defense->+5 to save, but do a knowlage-check to see what the enemy can do first. Also retraining Channel Shielding to Arcane Insight to help ensure better boosts.
21ED) You'll know not to use your firewall against fire resist creatures.
21f) Really helps you keep your interupts going.
22f) Shouldn't be hard to get 2, some repositioning might be needed first.
22u) Doesn't do damage, but still keeps people ranged attacks off of your group.
23e) HUGE area, Blocks LOS, and let's you push people into stuff.
24ED) 1 Re-roll a turn, you'll make enough attacks to ensure it's use
24f) Extra attack, +2 arcana, +2 vs the a horrible condition, perfect
25d) Zone + forced movement = awesome, blinding is great, and it's partially ally friendly.
25PP) +2 more damage for your at-wills
26f) Arcana boosting, not to exciting by itself
26ED) Super boost all around* The "real" capstone of this ED
27e) With all your forced movement, you should get plenty of free smacks, again you get this as a reliable daily (save ends) with your PP.
28f) An extra swordburst per encounter
29d) Zone + forced movement = awesome, and it's ally friendly.
30f) Adds a little leader bonus, but really this is an open feat slot
30ED) Nice to have a choice of 0 or kill, and Full HP, and even moves you up in init. Be ware that it only works on attacks.
*I generally go +2 attack->save at the beginning->+2 defense->+5 to save, but do a knowlage-check to see what the enemy can do first. Also retraining Channel Shielding to Arcane Insight to help ensure better boosts.