The idea of combining a Sigil Carver with a sliding basic melee attack has been around for a long time, but I don't think it gets the attention it deserves. Basically, your party gathers around you, and it's extremely difficult for team monster to hit *anyone* on your team.
Ultimate Defenders do the following:
1) The Defender has amazing defenses, so it's a bad option for team monster to attack the defender
2) The Defender can make it difficult to attack your teammates, so it's a bad option for team monster to attack your teammates
#2 is where defenders diverge. Fighters (such as Mr. Smith) tend to control monsters in squares adjacent to them. Straight Shielding Swordmages can "patrol" a larger area, but only prevent 1 attack a turn. Inescapable defenders (such as Wardens or The Black Hole) make an area of the battlefield that can't be escaped from. Other Defenders, such as Darth Vader, effectively increase the AC of all teammates against certain enemies by giving monsters they attack large penalties to hit.
The Sliding Sigilcarver actively prevents monsters from hitting your squad by sliding the monsters away just before their attacks can land. She can do this with any marked monsters within 5 squares. Provided she hits, every single melee attack is ruined, unlike the straight swordmage, who only partially ruins one. Your allies are forced to group around you for most protection, but provided that your party is OK with being adjecent to you, the Sliding Sigilcarver might be the best defender in the game.
Safe Haven, level 30
Human, Warlock/Swordmage, Sigil Carver, Destined Scion
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Swordmage Aegis (Hybrid) Option: Aegis of Shielding
Eldritch Strike Option: Eldritch Strike Constitution
Hybrid Talent Option: Swordmage Warding
Epic Heroism Option: Constitution
Epic Heroism Option: Intelligence
Human Power Selection Option: Heroic Effort
Proficiency: Implement Proficiency (Staff)
Dark Sun
Arcane Student Who Saw Too Much (Arcane Student Who Saw Too Much Benefit)
Theme: Gladiator
FINAL ABILITY SCORES
STR 13, CON 28, DEX 12, INT 26, WIS 15, CHA 10
STARTING ABILITY SCORES
STR 11, CON 16, DEX 10, INT 16, WIS 13, CHA 8
AC: 48 Fort: 43 Ref: 42 Will: 45
HP: 186 Surges: 16 Surge Value: 46
TRAINED SKILLS
Arcana +30, Endurance +29, History +28, Intimidate +26, Religion +28
UNTRAINED SKILLS
Acrobatics
+16, Athletics +16, Bluff +21, Diplomacy +15, Dungeoneering +17, Heal
+17, Insight +17, Nature +17, Perception +17, Stealth +16, Streetwise
+15, Thievery +16
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Gladiator Feature: Disrupting Advance
Human Racial Power: Heroic Effort
Warlock's Curse Power: Warlock's Curse
Swordmage Feature: Aegis of Shielding
Wild Talent Cantrip: Telekinetic Grasp
: Arcane Defiling
Swordmage Attack 1: Sword Burst
Warlock Attack 1: Eldritch Strike
Warlock Utility 2: Shadow Blend
Swordmage Attack 3: Dimensional Vortex
Swordmage Utility 6: Swordmage's Decree
Warlock Utility 10: Ethereal Sidestep
Sigil Carver Attack 11: Aegis Sigil
Sigil Carver Utility 12: Sigil of Safety
Swordmage Attack 15: Reaper's Challenge
Warlock Utility 16: Painful Transference
Warlock Attack 17: Life Force Reclaimed
Sigil Carver Attack 20: Sigil of Enmity
Fighter Utility 22: Martial Supremacy
Swordmage Attack 25: Invincible Rampage
Destined Scion Utility 26: Epic Recovery
Swordmage Attack 27: Circle of Devastation
Warlock Attack 29: Doom of Delban
Destined Scion Utility 30: Undeniable Victory
FEATS
Hybrid Talent
Level 4: White Lotus Dueling Expertise
Level 11: Twofold Pact
Level 12: Bloodied Boon
Level 14: Psychic Lock
Level 16: Arcane Familiar
Level 18: Shared Pact
Level 20: World Serpent's Grasp
Level 21: Total Aegis
Level 21: Keep Them Close
Level 22: Acolyte Power
Level 22: Battle Awareness
Level 23: Superior Will
Level 24: Rapid Aegis Reaction
Level 24: Greater Swordmage Warding
Level 25: Superior Initiative
Level 26: Warding Curse
Level 28: Strength Through Challenge
Level 30: Epic Will
ITEMS
Staggering Longsword +6 x1
Rhythm Blade Wrist razors +1
Cloak of Translocation +6 x1
Incisive Dagger Dagger +4
Rod of Corruption +1
Strikeback Tattoo x1
Rod of Brutality +2
Rod of Avernus +1
Adventurer's Kit
Familiar's Cowl x1
Siberys Shard of the Mage (heroic tier)
Foe Caller Gauntlets x1
Drake Leather Armor of Dark Majesty +6 x1
Eladrin Boots x1
Enshrouding Candle
Nullifying Ring x1
Baldric of Shielding x1
Staff of the War Mage +1
Ring of Action Reversal x1
Aegis Blade Longsword +1
Helm of Able Defense x1
Githyanki Silver Longsword +6
====== End ======
The Sliding Sigilcarver isn't the perfect defender for every situation. No defender is. But with a party designed and played with her strengths in mind, she can be one of the best.
Step 1: Be a bad target
AC: 58 Fort: 51 Ref: 52 Will: 53
In addition:
+2 defenses if cursed (Warding Curse)
+2 defenses if cursed (Armor of Dark Majesty)
+2 AC/Reflex if teleporting (Normal movement is Teleport:7)
+2 defenses concealment (Ensnaring Candle and Shadow Blend) [except against burst/blast]
+2 Helm of Able Defense (Until they roll a natural 20 against hit you)
+1 AC/Reflex (Rythm Blade Wrist Razors, bugged in the CB)
-2 to enemies attacks if you hit them last turn with your Githyanki Longsword (not included)
It's easy to curse everything with Bloodied Boon and Rod of Corruption
Total Defenses:
AC 59, Fort 51, Ref 53, Will 53
You want enemies to attack you, in addition to your defenses, you are the best member of team hero for taking hits:
HP: 186 Surges: 16 Surge Value: 46
+5 to saves, +6 vs. Daze/Stun
Ignore 1 effect/encounter (Painful Transference)
Save at beginning of turn for Stunned or Dazed (even if no save)
Opens the fight with Life Force Reclaimed, which gives the Shielding Swordmage 46 Temporary Hitpoints if it hits
30 Temporary Hitpoints every time an enemy is bloodied or killed (or you can give it to an ally)
24 Temporary Hitpoints every you use Aegis of Shielding
Resist 5, as long as you have at least 2 enemies marked
Auto-miss one attack/day (Ring of Nullification)
Step 2: Make Allies a bad target
If a marked enemy within 5 squares of you attempts to attack an ally, you get a counterstrike:
To hit: +37 vs. AC
Roll Twice
+37 to hit will hit a level 30 monster 91% of the time, a level 35 monster 70% of the time
Once you hit you get to do some damage and slide them 7 squares, presumably to somewhere where their hit fails. Also they are slow and prone.
If you miss they then get to try to hit your ally, at effectively -4 to hit (mark, Sigil Carver 11). If you hit them and they are still able to attack (because they are a ranged attacker), they still will probably miss since they take a total of -8 for prone/Psychic Lock (obviously, you claw to Githyanki rather than Staggering Longsword vs. ranged).
If they do manage a hit, you get to negate the first 23 damage (twice a round)
Also, the first time that they hit in an encounter, you get to Circle of Devastation on them, which may also cause auto-miss
All Marked enemies are slowed. So your allies should find it easy to get position.
You have 3 encounter abilities that can prevent a (melee) hit each fight:
Sigil of Safety
Dimensional Vortex
Foe Caller Gauntlets
Some tricks:
Marking: Hybrid Swordmages can have difficulty getting every single monster marked, since they can't remark until their mark is overridden or the marked creature is killed. However, with Double Aegis and Total Aegis, more than one enemy is marked. To refresh these powers, use some other marking ability (such as a variety of swordmage encounter powers, Student of the Sword, or even a teammates mark) to remark a single enemy, then the entire marking ability can be used again. It's not unreasonable to curse/mark/teleport on your first turn of a fight.
Beating Ranged Attacks, Blasts, Bursts: If your enemy has ranged attacks, they can still successfully attack your teammates, even if the enemies are inside 5 squares. But if you have a zone or wall that blocks line of sight, such as Hunger of Hadar or Wall of Illusion, then you can stuff them in/behind the block, and the ranged attack will be affected by an additional -5 concealment penalty. Additionally, when you punish them, they are prone and suffer an additional -4 to hit (Githyanki Sword).
Uncommon Items: You desperately need a Sliding Weapon. Otherwise, a creature with reach can spoil your day. No other uncommon items are essential, but they do help your defenses.
Enemies that ready actions for your turn: The bane of all defenders. However, since you don't do much during your own turn, you can just refuse to take your turn by delaying. You do lose out on a number of benefits (like making saves and teleporting), but if all of team monster readies and you delay, you've basically accomplished your goal. Fixed: Now you get the opportunity attacks at the time they ready an action that would draw an opporunity action during your turn.
Early Levels:
The feat/power/retrain list from the build above is appropriate for every level. I've picked a couple levels to highlight (with items) so that the Sliding Sigilcarver can be compared to similar leveled characters:
AC/Fort/Ref/Will 18/15/14/14
Feats: Hybrid Talent, Mindbite Scorn
Items: Longsword, Leather Armor, Adventuring Gear
At this level you can do a bunch of damage with your MBA, and you have decent defender qualities
AC/Fort/Ref/Will 26/24/23/22
Staggering Longsword +3
Amulet of Protection +3
Armor of Dark Majesty +2
Bracers of Mighty Striking (heroic) [+2 MBA]
Boots of Striding [+1 speed]
At level 11 you can now mark two enemies, and bloodied boon + infernal pact gives you a huge amount of thp, making you very difficult to kill. Note that Staggering Longsword is chosen even though it's mostly worthless until level 16... you can always level up items, with item rarity you should always try to get the Uncommon Staggering Longsword even at lower levels.
AC/Fort/Ref/Will 32/30/30/27
Staggering Longsword +4
Inix Leather Armor of Dark Majesty +3
Amulet of Protection +4
Belt of Blood [+Con mod to healing surge while bloodied]
Helm of Battle [+1 init to you + 5' allies]
Boots of Striding [+1 speed]
Strikebacks [enc: make attack back at enemy]
Demonskin Tattoo (heroic tier) [AP-> 5 resist]
Rod of Corruption +1
Incisive Dagger +2
Finally! We can use Punishing Sigil to prevent almost every melee attack on an ally. Also at this level our arcane familiar can do tricks to allow us teleports and quick curses.
AC/Fort/Ref/Will 38/35/34/32
Staggering Longsword +5
Baazrag Leather Armor of Dark Majesty +4
Amulet of Protection +5
Eladrin Ring of Passage [+1 teleport]
Belt of Blood [+Con mod to healing surge while bloodied]
Circlet of Arkosia [Save vs. stun/daze at beginning and end of turn]
Boots of Striding [+1 speed]
Demonskin Tattoo (heroic tier) [AP-> 5 resist]
Rod of Corruption +1
Incisive Dagger +3
Rod of Avernus +1
Slowing all marked enemies is totally ludicrous, especially with Total Aegis as well
AC/Fort/Ref/Will 41/37/37/36 (+ a whole bunch of bonuses)
Staggering Longsword +5
Ray Leather Armor of Dark Majesty +5
Cloak of Translocation +5
Eladrin Ring of Passage [+1 teleport]
Ring of the Fallen [+ Con Mod to most healing surges]
Belt of Blood [+Con mod to healing surge while bloodied]
Philosopher's Crown [+2 Arcana, Daily reroll]
Planestrider Boots [+1 speed]
Demonskin Tattoo (heroic tier) [AP-> 5 resist]
Rod of Corruption +1
Incisive Dagger +4
Rod of Brutality +2
Rod of Avernus +1
At this level, the Sliding Sigilcarver is almost at full power. She only lacks a couple of utility feats and some arcana boosting, but she has gained the Martial Superiority stance, which allows her to roll twice for MBAs.
Thoughts? Suggestions?
Edits:
Fixed the build with suggestions so far:
Repel Charge, Epic Recovery -> Strength in Numbers, Rapid Aegis Reaction
Took Reaper's Challenge rather than Ward of Scales
Rearranged feats so the build is more playable throughout (especially 16+ when you get Punishing Sigil)
Fighter->Assassin, new feats
Updated the Defenses and Punishment sections
Removed discussion of Repel Charge, updated Beating Ranged Attacks
Assassin->Fighter, updated defenses and attacks
Updated to new character builder, added Keep them Close (for slow, then prone)
Added Early Levels
9/13/2012: Went from Dwarf to Human, fixed items, Sage of Ages -> Destined Scion