Ronin - a Battlemind Build

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Ronin
- a Battlemind build -


The shame of your existance is almost as old as you are yourself. Not that you were born in shame, far from it...
No, you are the offspring of one of the most noble, traditional and stubborn clans of Dwarves between the Snow-Top Mountains and the Far Western Sea. But shame came in the shape of the old enemy - the Giants - when you were young, so young you didn't even take your Trial of Fire that makes a child a Dwarf. Your clan was outnumbered and overrun, but even though you were at a disadvantage of ten to one, you almost managed to hold your ground. But the few and simple Giants had infernal backing - Demons cunning and treachous, springing from stone and lava itself, murdering the young and elder while the Warriors were desperately fighting in the front. You had no chance...
But instead of dying honorably you were caught under a rockslide and ... survived. Being the last of your clan, but left without both honor and rank you had to make do with what you had. You started with just the battle gear left on your body and your inner strength and determination. Soon you were welcomed by the long-legs making their life in the woods, who gave you food and shelter for protection of their homes. Later you started travelling the world and learning bits and tricks from every place and culture you visited, incorporating them into your natural fighting style, trading brute strength and learned tactics for intuitive understanding and inner composure. In your aggressive approach you even forsook your traditional Dwarven weaponary for the more versatile naginata.
But even though you successfully slew Giants, Demons and their ilk in the dozens, you never were to recieve the final grace of an honorable death. Not only there always seemed to be a bigger, stronger and even more important enemy to lay down to truely avenge your breathren, but you also found something different, unexpected... Almost like a new family, comrades joined you in your crusade, providing help in exchange for yours. You found their cause to be equally just as yours, and even more important they needed you to protect them in their battles - and you would never again fail to protect someone who relied on you. Not ever !


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Build Explanation
Puh, where to begin. The core of the build is certainly a classic proning approach using Polearm Momentum, which Ronin can employ as early as level 4. It becomes special due the fact that he can repeatly do that trick as AoE in an ally friendly Blast 3 - both controlling many mobs at once and getting allies out ouf trouble. Against strong single mobs like Elites and Solos he learns a few much more devastating tricks over the course of his carreer.
Second multi-marking and attacks paired with Psychic Lock add even more debuffs to the game, cumulating to a very serious amount of to-hit penalties.
Furthermore by being extremely mobile and having access to multiple ways of between turn repositioning, paired with his forced movement / knock prone combo, Ronin can control the flow of battle very well. He regularly shuts down mobs completely, or at least forces them to use weak attacks, face only him, provides cover to his allies or actually even redirects whole AoEs only onto him.
It might seem his AC is a bit on the weak side, but if you consider all tactical options and debuffs Ronin throws around, the picture changes. He furthermore has access to a huge amount of surges, resists and self-healing, and considering the fact that sooner or later everybody will get hit, the build instead opts to put resources into mitigating conditions, which he can largely ignore later in his carreer. Accuracy seems average as well, but many situational bonuses more than make up for that.
At last I'd like to say that this build has very many subtle interactions, which are hard to catch in just this short explanation, so I hope you give it a detailed read.


Motivation
First and most obvious was the idea to prove that Battleminds are top-tier Defenders if built and played correctly (NB: that's not necessarily easy), and to show it with a detailed 1-30 build.
But this is also to demonstrate the three core principles and strengths of a good Battlemind build. First is the Battlemind's naturally strong defense, which let's us pull the stunt to survive playing such a tactically aggressive polearm build. Second it demonstrates that successful Battlemind builds pick their choice of favourite powers and abuse the hell out of them - all other powers are then taken to complement the core powers, either by enhancing their use or by covering situational holes. And third it shows that Battleminds (together with Swordmages) are extremely mobile, which gives them tactically surperior postioning - something armchair bashers tend to conviniently forget.
If you complain about the MC into Fighter and stealing some feats there, please mind that at the moment Battleminds still have recieved neither a Dragon article nor even their first Power book, and thus stand at 15 vs 180 Fighter class feats according to the compendium. Furthermore it's only two feats total, and only Polearm Momentum is crucial - and probably among the most "stolen" feats anyway. And at last remember that although there are some external tuning bits, the whole machine is absolutely Battlemind at its core, and wouldn't even remotely work with any other class.


Level by Level Discussion

OK, I won't do a full make over right now, as I'd like to see what the update in October brings (Psionic Power corrections; both new and updated feats due Essentials). Until then you can find a quick overview about the post-PsP Ronin here. Detailed comments can be found both in regular level by level discussion and in my regular Battlemind handbook.

Updated Progression
Race: Dwarf
PP: Talaric Ironjack
ED: Topaz Crusader

L30 Defenses
AC: 55 / 52 bloodied
Fort: 50
Reflex: 47
Will: 47
-- included bonuses: +2 concealment; +2 Talaric Ironjack
-- resist 5 all (via Strength Through Challenge or U12)
-- immune dazed, domiated, immobilised, restrained, polymorph

L30 Attack
to-hit: +36
damage: [2d4] + 24 melee / 21 blast
-- optional: +6 dmg & -2 AC (stance)
-- +3 to-hit with OAs
-- on hit -2 attack to target

Attributes
Str 14->16
Con 18->28
Dex 14->17
Int 8->10
Wis 15->22
Cha 10->12

At-Wills
A1: Bull's Strength
A1: Twisted Eye
A3: Iron Fist
A7: Lightning Rush (replaces: Twisted Eye)
A13: Psionic Speed (replaces: Iron Fist)
PPs: 19

Utilities
U2: Dimensional Slide @L24-> Battle Fury Stance
U6: Mental Triumph @L24-> Warning Premonition
U10: Battle Aspect @L23-> Cry for Mercy
U16: Savage Intent
U22: Instant Move

Dailys
D1: Aspect of Bitter Ice @L10-> Stolen Grace
D5: Nightmare Vortex
D9: Empathic Feedback
D15: Mindblade (replaces: Stolen Grace)
D19: -none-
D25: Psychic Hammer (replaces: Nightmare Vortex)
D29: Aspect of Annihalation (replaces: Empathic Feedback)

Feats
L1: Battle Awareness
L2: Weapon Expertise (Axe)
L4: Polearm Momentum
L4: Batting Shield (replaces: Weapon Focus (Axe))
L6: Melee Training (Con)
L6: Versatile Expertise (Spear, Heavy Blade) (replaces: Battering Shield)
L8: Swift Spear
L10: Blade Opportunist
L11: Polearm Gamble
L11: Heavy Blade Opportunity (replaces: Swift Spear)
L12: Psychic Lock
L14: Opportunity Sidestep
L16: Hafted Defense
L18: Focused Mind
L20: Weapon Focus (Heavy Blade)
L21: Mobile Warrior
L21: Robust Defenses (replaces: Focused Mind)
L22: Strength Through Challenge
L22: Long Step (replaces: Opportunity Sidestep)
L24: Acolyte Power (Battle Fury Stance -> replaces Dimensional Slide)
L26: Devouring Demand
L28: Epic Reflex
L30: Rapid Mind Spike

Equipment Changes
Armor: Armor of Eyes -> Mind Hunter's Armor (only during Paragon)
Neck: Cloak of Distortion (@Epic)
Tattoo: Backslash Tattoo (@L24)
Head: Headband of Intellect (@Epic)
Rings: Ring of the Dragonborn Emperor (keep); Shadow Band (replaces: Ring of Freedom of Movement)


Level 1 - Snapshot
Race: Dwarf (PHB1) [Perfect attribute bonuses, good feats and in particular the ability to stay at a spot and to selfheal.]
Class: Battlemind (PHB3)
Psionic Study: Battle Resilience (PHB3) [High Wis, no shield and the goal to usually stay just in front of the party anyway make it the better choice.]
Background: Perception Class Skill (Geography: Forest, PHB2) [You have high Wis and usually walk in the front - a good skill that makes you into the perfect party eyes.]

Ability Scores
Strength 14 (+2)
Constitution 18 (+4)
Dexterity 14 (+2)
Intelligence 8 (-1)
Wisdom 15 (+2)
Charisma 10 (+0)
High Con, then as much as necessary and affordable to qualify for feats, rest naturally into Wis.

Hit Points / Bloodied: 33 / 16 (15 base + 18 Con)
Healing Surges: 13 (9 base + 4 Con)
Healing Surge Value: 8 HP
Strong start due high Con, and no need to invest much here for some time due Battle Resilience and in-combat self-healing from powers.

Defenses
AC: 19 (10 base + 7 Scale + 2 Heavy Shield)
Fortitude: 14 (10 base + 4 Con)
Reflex: 14 (10 base + 2 Dex + 2 Heavy Shield)
Will: 14 (10 base + 2 Wis + 2 class)
Decent and balanced.

Attacks
Battleaxe: +6 // [1d10]+4 dmg (+2 prof +4 Con // +4 Con)
MBA: +4 // [1d10]+2 dmg (+2 prof +2 Str // +2 Str)
RBA (Hand Axe): +4 // [1d6]+2 dmg (+2 prof +2 Str // +2 Str) - Range 5/10
Slightly below average accuracy - but we want to stick to the theme. MBAs are not ideal, but due some Str work for now.

Initiative: +2 (+2 Dex)
Speed: 5 (5 base)

Powers
At-Will: L1 Bull's Strength (PHB3); L1 Twisted Eye (PHB3) // Power Points: 2
Encounter: --
Daily: L1 Aspect of Elevated Harmony (PHB3)
We get our basic forced movement here with Bull's Strength and Twisted Eye is very good for debuffing and can be used as an OA replacement for now. Aspect of Elevated Harmony is a very strong survival tool.

Feats
L1 Battle Awareness (MP1)
An extra skill, an extra MBA per encounter - what's more to want ? And we need to MC into Fighter anyway.

Notable Skills
Athletics: +7 (+5 trained +2 Str)
Diplomacy: +5 (+5 trained +0 Cha)
Dungeoneering: +4 (+2 Wis +2 racial)
Endurance: +6 (+4 Con +2 racial)
Insight: +7 (+5 trained +2 Wis)
Perception: +7 (+5 trained +2 Wis)
A well rounded set for day to day use as well as any usual type of skill challenge - and a good fit to the theme. Your well rounded attributes and Scale also allows you to not ruin your party's plans when setting an ambush and the like.

Gear (100gp)
Scale Armor (45gp)
Heavy Shield (10gp)
Battleaxe (15gp)
2x Handaxe (10gp)
Adventurer's Kit (15gp)
5 gp

Level 2
Feats: We take Weapon Expertise (Axe) (PHB2) to improve our accuracy - and in our case we prefer +1 to all attacks over an additional +1 on MBAs that Melee Training would give us.

Powers:
To improve our Defender abilities we take Telepathic Challenge (PHB3).
Bounding Leap (PHB3) and Scrambling Climb (PHB3) are good Athletic Skill Powers if you're more interested in mobility. Endurance would offer Invigorating Presence (PHB3), but it kills our Second Wind as minor, Endure Pain (PHB3), which is probably an overkill in defense, and Grit and Spittle (Dr385), which is nice but still too unreliable and only works against save ends effects.

Gear (1.920gp)
L4, 840gp: Cloak of the Walking Wounded +1 (AV1)
L2, 520gp: Dwarven Scale Armor +1 (Dr385)
L2, 520gp: Dwarven Thrower Battleaxe +1 (PHB1)
40gp left
Another huge increase to our resilience, and a magic weapon that not only helps with our to-hit but also in case we can't reach our target.

Level 3
Powers: To even further increase our toughness until our Leader can work out his strong heals Iron Fist (PHB3) can serve us as back-up and filler power here. We also gain 2 PPs.
Instead you can also take Mist Weapon (PHB3) as more accurate damage power and against instubstantials. Visions of Terror (PHB3) can serve as alternative base power for Cha-based Polearm builds, as it trades damage for even more powerful forced movement - although it has significant MAD issues.

Gear (2.560gp / +640gp)
680gp left
No new items as we have our basics covered. We instead save money or let our buddys get some gear.

Level 4
Attributes: +1 Con, +1 Dex
The one time we need raise our Dex to qualify for feats.

Feats: First we take Polearm Momentum (MP1) to get to the first real kicker of our build. We also retrain Weapon Expertise (Axe) for Battering Shield (PHB3) to achieve the necessary distance to prone mobs - we need to switch our weapon anyway. We now can push & prone at-will, and even up to two times per encounter in an ally friendly blast 3 to get them out of trouble !

Gear (3.200gp / +660gp)
L6, 1800gp: Grasping Trident +2 (AV1) [replaces: Dwarven Throwers +1, 520gp]
40gp left
The Trident is necessary to fulfill the requirements of Polearm Momentum and is the best weapon in that category we can get at the moment. We took Grasping as enchantment because the ability to lockdown a mob even when not using Bull's Strength is stronger than a few extra crit dice.

Level 5
Powers: This levels hails the arrival of the mighty Battle Vortex (PHB3), a Daily with a sliding and thus proning opener and the absolutely devesatating ability to slide around the already prone mobs for the whole encounter.

Gear (4.480gp / +1.280gp)
1320gp left
Another level to save gold for goodies on the next level.

Level 6 - Snapshot
Race: Dwarf (PHB1)
Class: Battlemind (PHB3)
Psionic Study: Battle Resilience (PHB3)
Background: Perception Class Skill (Geography: Forest, PHB2)

Ability Scores
Strength 14 (+2)
Constitution 19 (+4)
Dexterity 15 (+2)
Intelligence 8 (-1)
Wisdom 15 (+2)
Charisma 10 (+0)

Hit Points / Bloodied: 64 / 32 (15 base + 19 Con + 30 level)
Healing Surges: 13 (9 base + 4 Con)
Healing Surge Value: 16 HP

Defenses
AC: 23 (10 base + 3 level + 7 Scale + 1 enh + 2 Heavy Shield)
Fortitude: 18 (10 base + 3 level + 4 Con + 1 enh)
Reflex: 18 (10 base + 3 level + 2 Dex + 1 enh + 2 Heavy Shield)
Will: 18 (10 base + 3 level + 2 Wis + 1 enh + 2 class)

Attacks
Trident: +12 // [1d8]+6 dmg (+2 prof +3 level +2 enh +1 exp +4 Con // +2 enh +4 Con)
MBA: +12 // [1d8]+6 dmg (+2 prof +3 level +2 enh +1 exp +4 Con // +2 enh +4 Con)
RBA: +10 // [1d8]+4 dmg (+2 prof +3 level +2 enh +1 exp +2 Str // +2 enh +2 Str) - Range 3/6
A little low on the damage side, but quite decent in general.

Initiative: +5 (+3 level +2 Dex)
Speed: 5 (5 base)

Powers
At-Will: L1 Bull's Strength (PHB3); L1 Twisted Eye (PHB3); L3 Iron Fist (PHB3) // Power Points: 4
Encounter: L2 Telepathic Challenge (PHB3); L6 Psionic Ambush (PHB3)
Daily: L1 Aspect of Elevated Harmony (PHB3); L5 Nightmare Vortex (PHB3)
A significant increase to our mobility, in particular to get around movement debuffs, and the free CA is a cherry on top. Remember that you can even mark your allies for some out-of-combat shenangians.
If you have taken Intimidate you might like Everybody Move (PHB3) as minor auto-push to round mobs for something more nasty. The Swift Recovery (PHB3) of Heal lets you channel a little of your inner leader.


Feats
L1 Battle Awareness (MP1)
L4 Polearm Momentum (MP1)
L6 Weapon Expertise (Spear) (PHB2)
L6 Melee Training (Con) (PHB2)
Finally we have the slots to boost our accuracy up to level.

Notable Skills
Athletics: +10 (+5 trained +3 level +2 Str)
Diplomacy: +8 (+5 trained +3 level +0 Cha)
Dungeoneering: +7 (+3 level +2 Wis +2 racial)
Endurance: +10 (+3 level +4 Con +2 racial +1 item)
Insight: +10 (+5 trained +3 level +2 Wis)
Perception: +10 (+5 trained +3 level +2 Wis)

Gear (6.400gp / +1.920gp)
L7, 2600gp: Rushing Cleats (AV1)
L6, 1800gp: Grasping Trident +2 (AV1)
L4, 840gp: Cloak of the Walking Wounded +1 (AV1)
L2, 520gp: Dwarven Scale Armor +1 (Dr385)
L1, free: Heavy Shield
640gp left
The Rushing Cleats free a feat slot for us and will soon help as well to relieve us from the requirement of using a shield.

Level 7
Powers: Another huge improvement hailed by the arrival of the powerful Lightning Rush (PHB3, replaces Twisted Eye). It not only allows us to punish far away mobs, but even more important gives us the ability to reposition between turns to intercept melee mobs or double punish ranged mobs with OAs - but be careful to not waste precious PPs here when it's not necessary that could be better used for Bull's Strength.
Of course we also gain 2 more PPs.

Gear (9.600gp / +3.200gp)
L7, 2600gp: Dwarven Drakescale +2 (PHB1) [replaces: Dwarven Scale +1, 520gp]
L3, 680gp: Demonskin Tattoo (AV1)
560gp left
A big improvement to our AC, and for low money we gain the ability to strategically trigger APs for some free and solid resist.

Level 8
Attributes: +1 Con, +1 Wis
Our regular increase from now on. Wis helps with the important Will defense and has a quite few secondary uses as well.

Feats: We grab Toughness (PHB1) here. It's largely a filler feat to be retrained at L11, but it helps us nicely to make the transition to Paragon when we already face some of those hard hitting mobs without having the equally strong tools to retaliate in our party.

Gear (12.800gp / +3.200gp)
L9, 4200gp: Raven Cloak +2 (Dr381) [replaces: Cloak of the Walking Wounded +1, 840gp]
400gp left
A little less straight healing, but more resist to not take damage in the first place and a get out of jail free card for saving throws.

Level 9
Powers: We finally get our third daily, which again mixes instant and encounter long benefits. The straight debuff of Aspect of Disembodiment (PHB3) is neat, as it's a self-sustaining with the alterantive for the mob to spend a round effectively stunned. The encounter long benefit is decent in combats which require high mobility.

Gear (16.000gp / +3.200gp)
L6, 1800gp: Iron Armbands of Power +2 (AV1)
L4, 840gp: Casque of Tactics +1 (AV1)
L4, 840gp: Viper Belt (AV1)
120gp left
We finally improve our damage, although it sadly does not apply to our beloved bursts. We also complete our little resist suit and get us some freedom with our initiative, which is nice in the particular combination with Battle Resilience.

Level 10
Feats: Blade Opportunist (PHB1) not only helps with the accuracy of our OAs and thus our threat, but it well prepares for the new feats to arrive by next level. As we switch weapons we also retrain Weapon Expertise (Spear) for (Heavy Blade).

Powers: Battle Aspect (PHB3) is the clear winner here, as it not only provides on demand Resist All when our gear doesn't cut it, but it also takes care of the nearing onslaught of hated movement debuffs in Paragon. Mind that as Polymorph it's not compatible with our Aspect powers.
Shadow Ally (PHB3) is a solid alternative and quite a nice boost to defenses, but it doesn't mesh well with our very mobile playstyle. Cry for Mercy (PHB3) is a very good way to get an ally - or yourself - out of trouble, and Befriend (PHB3) and Insightful Comment (PHB3) let you steamroll social Skill Challenges and the like.

Gear (22.400gp / +6.400gp)
L9, 4200gp: Githyanki Silver Glaive +2 (MotP) [replaces: Grasping Trident +2, 1800gp]
L5, 1000gp: Ruby Scabbard (AV1)
L4, 840gp: Gauntlets of Blood +2 (AV2)
2280gp left
Our trusty Trident is replaced with the much more flashy Githyanki Silver Glaive, which we will keep for the rest of our carreer. Its Daily is quite useful to help to brake up a big encounter, but the true treat comes from the ability to soon abuse Psychic Lock as well as some vulnerability to it some of your allies might provide. The loss of our shield hurts, but can't be avoided. We also lose of our RBA, but it began lag behind any, and our playstyle is right in front of our allies and sufficiently mobile so we don't mourn it too much.
We also fill our last open slots and there focus on improving our damage. Drawing our weapon as free action and bonus damage to our opening blast attack are very nice, as is bonus damage against bloodied targets - although these typically are a Striker priority.

Level 11 - Snapshot
Race: Dwarf (PHB1)
Class: Battlemind (PHB3)
Paragon Path: Eternal Blade (PHB3) [An innocent looking but for our build powerful PP. It subtly enhances our focus on OAs, accuracy and Bull's Strength spam. Just wait for L16...]
Psionic Study: Battle Resilience (PHB3)
Background: Perception Class Skill (Geography: Forest, PHB2)

Ability Scores
Strength 15 (+2)
Constitution 21 (+5)
Dexterity 16 (+3)
Intelligence 9 (-1)
Wisdom 17 (+3)
Charisma 11 (+0)

Hit Points / Bloodied: 96 / 48 (15 base + 21 Con + 60 level)
Healing Surges: 14 (9 base + 5 Con)
Healing Surge Value: 24 HP
-- resist: 5 vs Necrotic, Poison, Cold; on AP 5 vs Fire / Acid / Lightning / Thunder

Defenses
AC: 27 (10 base + 5 level + 9 Scale + 3 enh)
Fortitude: 22 (10 base + 5 level + 5 Con + 2 enh)
Reflex: 20 (10 base + 5 level + 3 Dex + 2 enh)
Will: 22 (10 base + 5 level + 3 Wis + 2 enh + 2 class)
A slight drop in our relative NADs, but still a lot of surges, powers to heal and resists and the newly improved abilities of our Leader as well as our own huge offensive improvements should more than make up for it.

Attacks
Glaive (any): +15 // [2d4]+7 dmg (+2 prof +5 level +2 enh +1 exp +5 Con // +2 enh +5 Con)
-- bonus accuracy: +2 / +4 on OAs
-- bonus damage: +2 on melee attacks, +2 vs bloodied, +2d8 psychic on crit
-- on hit: all psychic on demand --> -2 to targets next attack
A bit low on the accuracy side, although that is a common problem for all characters at this very level. We make up for it with our Blade Guide power, another bonus to OAs as well as a reroll on APs .

Initiative: +9 (+5 level +3 Dex +1 item)
Speed: 5 (5 base)

Powers
At-Will: L1 Bull's Strength (PHB3); L3 Iron Fist (PHB3); L7 Lightning Rush (PHB3) // Power Points: 8
Encounter: L2 Telepathic Challenge (PHB3); L6 Psionic Ambush (PHB3); L11 Eternal Vigilance (PHB3)
Daily: L1 Aspect of Elevated Harmony (PHB3); L5 Nightmare Vortex (PHB3); L9 Aspect of Disembodiment (PHB3); L10 Battle Aspect (PHB3)
Probably not the standard attack you'll use, it deals with two weaknesses of Defenders very well - multi-shifting mobs and close burst attackers.

Feats
L1 Battle Awareness (MP1)
L4 Polearm Momentum (MP1)
L6 Melee Training (Con) (PHB2)
L10 Weapon Expertise (Heavy Blade) (PHB2)
L10 Blade Opportunist (PHB1)
L11 Psychic Lock (PHB1)
L11 Polearm Gamble (PHB1)
This is the level where our build catches up real steam - not that it would have been weak in Heroic. Every hit now means a -2 attack debuff on top of everything else, and you create the feared zone of death around you thanks to Polearm Gamble.

Notable Skills
Athletics: +12 (+5 trained +5 level +2 Str)
Diplomacy: +10 (+5 trained +5 level +0 Cha)
Dungeoneering: +10 (+5 level +3 Wis +2 racial)
Endurance: +12 (+5 level +5 Con +2 racial)
Insight: +13 (+5 trained +5 level +3 Wis)
Perception: +15 (+5 trained +5 level +3 Wis +2 item)

Gear (32.000gp / +9.600gp)
L12, 13000gp: Wyvernscale of Eyes +3 (PHB3)
L9, 4200gp: Githyanki Silver Glaive +2 (MotP)
L9, 4200gp: Raven Cloak +2 (Dr381)
L7, 2600gp: Rushing Cleats (AV1)
L6, 1800gp: Iron Armbands of Power +2 (AV1)
L5, 1000gp: Ruby Scabbard (AV1)
L4, 840gp: Casque of Tactics +1 (AV1)
L4, 840gp: Viper Belt (AV1)
L4, 840gp: Gauntlets of Blood +2 (AV2)
L3, 680gp: Demonskin Tattoo (AV1)
2000gp left
An armor upgrade and a change of type. We have grown beyond the need to rely on our armor's free heal, and despite hitting Paragon we still have an aweful lot of daily item powers. Armor of Eyes is an encounter power that actually prevents damage, particularly if you consider bonus damage from mobs with CA and the fact that we often will grant it due Polearm Gamble. Also the bonus to Perception checks is extremely useful.

Level 12
Feats: We finally get Heavy Blade Opportunity (PHB1) as well, so we can fling around mobs that try to approach us or whom we get hold on with Lightning Rush.

Powers: We gain Blade Guide's Counsel (PHB3) - while not a strong combat power, it's very useful for other occurances, up to turning us into a real sneak or trapfinder if we want to.

Gear (48.000gp / +16.000gp)
L14, 21000gp: Githyanki Silver Glaive +3 (MotP) [replaces: Githyanki Silver Glaive +2, 4200gp]
1200gp left
A very important upgrade to our accuracy.

Level 13
Powers: This is a tough decision. We already have set-up our standard combo and now need to find a power that deals with cases when our standard trick fails. While it certainly is a good power to gain some extra resist, Iron Fist will be replaced. Our former power Twisted Eye also had some nice applications, particularly because Blind stops OAs and teleporting as well - but thanks to our current combo even if a mob should teleport, it still suffers from being prone and under Psychic Lock and is still subject to Lightning Rush. A second consideration is that we can use our third at-will unaugmented with OAs and Aspects.
Two strong alternatives remain. The one we are not going to take, but that still is a very viable option depending on your group and preference, is Dizzying Strike (PHB3). Its basic version slides, so we can use it as well to prone while having higher control over where the mob goes. Of particular interest are also the Augments - for 1 PP we can instead stop shift-multiattackers, and for the somewhat pricy 4 PP we get a Daze, which is not strong in itself but can become very important against certain mobs who rely on OA and especially immediate actions. Our preference is Psionice Speed (PHB3) instead. While on the surface just a generic multiattack, it carries the ability to employ our reach to strike targets not well positioned for Bull's Strength and apply an additional debuff with the mark. The real kicker though is we now have a multi-target OA ! And even better at L14 it helps us dramatically to adjust our position mid-turn.
Oh, and of course we get PPs again - altough this time it's only 1.

Gear (64.000gp / +16.000gp)
L14, 21000gp: Raven Cloak +3 (Dr381) [replaces: Raven Cloak +2, 4200gp]
400gp left
And here we finally improve our NADs as well.

Level 14
Abilities: +1 Con, +1 Wis
Business as usual, but finally we hit a nice even score again.

Feats: As already foreshadowed we take Opportunity Sidestep (PHB3). As it triggers from every attack, and we can multi-attack with OAs, we now bring enemy punishment to new levels due our once again increased mobility.

Gear (80.000gp / +16.000gp)
L10, 5000gp: Strikebacks (AV1) [replaces: Gauntlets of Blood +2, 840gp]
L9, 4200gp: Battle Standard of the Hungry Blade (Dr381)
8.040gp left
We finally get to carry a banner again, but hopefully now that of our trusted adventuring party. While not useful in every battle, the ability to slow melee mobs before you punt the away can ruin whole turns for them. Remember that you don't have to excercise all forced movement, like the pull from the Battle Standard. (A future alternative is the Standard of the Silver Dragon (PH:DrB), which is more situational as it affects only bloodied mobs, but if succesful also more effective in slowing due its larger radius.)
We also exchange our gloves for the more useful Strikebacks that not only give use some nice retaliation ability but also make our juicy OAs hit home even more often.

Level 15
Powers: We replace Aspect of Disembodiment with Mind Blade (PHB3), as we are mobile enough by now and Mind Blade is much better against strong single mobs - it neither leaves them a choice and can set-up a whole round of very very nasty Coup de Graces if timed right. We also want to keep our other Dailys for now, as they have very different use space than Aspect of Disembodiment.

Gear (111.200gp / +31.200gp)
L14, 21000gp: Circlet of Arkhosia (PH:DrB) [replaces: Casque of Tactics +1, 840gp]
39.240gp left
We prepare to rebuild our gear, but hold off with most till L16. Still the Circlet allowes us to get out of some of the most nasty conditions before they ruin our turn (although we can't do much about the time in between turns - yet), in particular allowing us even to save against conditions a save cannot normally end ! A nice bonus to skills if you also picked up the aforementioned Standard rounds the package.

Level 16 - Snapshot
Race: Dwarf (PHB1)
Class: Battlemind (PHB3)
Paragon Path: Eternal Blade (PHB3) [And there it arrives, our much hailed PP L16 feature. Not only we can now hold with all healing (including ours as well as our Leader's) until we actually drop below 0, but we now stand between our enemys and our allies for good - no focussing the Defender and then eating the rest.]
Psionic Study: Battle Resilience (PHB3)
Background: Perception Class Skill (Geography: Forest, PHB2)

Ability Scores
Strength 15 (+2)
Constitution 22 (+6)
Dexterity 16 (+3)
Intelligence 9 (-1)
Wisdom 18 (+4)
Charisma 11 (+0)

Hit Points / Bloodied: 127 / 63 (15 base + 22 Con + 90 level)
Healing Surges: 15 (9 base + 6 Con)
Healing Surge Value: 31 HP

Defenses
AC: 30 (10 base + 8 level + 9 Scale + 3 enh)
Fortitude: 28 (10 base + 8 level + 6 Con + 3 enh + 1 item)
Reflex: 24 (10 base + 8 level + 3 Dex + 3 enh)
Will: 27 (10 base + 8 level + 4 Wis + 3 enh + 2 class)
Our AC starts to lag a bit behind, but that is in fact no big issue. Most mobs attack us with quite some penalties if at all, we have huge amounts of healing available and can safely wait with it until after falling below 0, and we have surges to back it up - particularly if you start abusing cheap Regeneration potions.
The NADs are still solid, and at this level we as well become largely impervious to debuffs as well.


Attacks
Glaive (any): +21 // [2d4]+9 dmg (+2 prof +8 level +3 enh +2 exp +6 Con // +3 enh +6 Con)
-- bonus accuracy: +3 / +5 on OAs
-- bonus damage: +4 on melee attacks, +3d8 psychic on crit
-- on hit: all psychic on demand --> -2 to targets next attack
Nothing special here except our ongoing improvement in the OA area and many situational bonuses.

Initiative: +11 (+8 level +3 Dex)
Speed: 5 (5 base)
While not top notch in the Initiative department, it is worth mentioning here that we can well live with the loss of the Casque of Tactics. We still have a fair value here, can hope for our Leader to help out, and are just fine anyway as long as we stay in front of our group and avoid surprise - which is the purpose of our Insight / Perception combo. We won't make any further investments here in our feat-tight build.

Powers
At-Will: L1 Bull's Strength (PHB3); L7 Lightning Rush (PHB3); L13 Psionic Speed (PHB3) // Power Points: 9
Encounter: L2 Telepathic Challenge (PHB3); L6 Psionic Ambush (PHB3); L11 Eternal Vigilance (PHB3); L16 Insightful Riposte (PHB3)
Daily: L1 Aspect of Elevated Harmony (PHB3); L5 Nightmare Vortex (PHB3); L10 Battle Aspect (PHB3); L12 Blade Guide's Council (PHB3); L15 Mind Blade (PHB3)
We for now prefer the added regular accuracy of Insightful Riposte, but we also want the huge defensive group buff from Shield of the Iron Mind. We'll soon take a feat to take care of that.
We could also retrain Aspect of Elevated Harmony to the L9 powers Iron Tomb (PHB3), Intellect Hammer (PHB3) or simply Aspect of Disembodiment again, as we don't its healing that much anymore. But as we'll soon get a new Daily anyway and more healing opportunities are always good, we'll keep it.


Feats
L1 Battle Awareness (MP1)
L4 Polearm Momentum (MP1)
L6 Melee Training (Con) (PHB2)
L10 Weapon Expertise (Heavy Blade) (PHB2)
L10 Blade Opportunist (PHB1)
L11 Psychic Lock (PHB1)
L11 Polearm Gamble (PHB1)
L12 Heavy Blade Opportunity (PHB1)
L14 Opportunity Sidestep (PHB3)
L16 Focused Mind (PHB3)
We complement our recently aquired helmet with a spiffy save bonus against the dread Dazed / Stunned conditions to make sure we shed them when we need to.

Notable Skills
Athletics: +15 (+5 trained +8 level +2 Str)
Diplomacy: +13 (+5 trained +8 level +0 Cha)
Dungeoneering: +14 (+8 level +4 Wis +2 racial)
Endurance: +16 (+8 level +6 Con +2 racial)
Insight: +17 (+5 trained +8 level +4 Wis)
Perception: +19 (+5 trained +8 level +4 Wis +2 item)

Gear (160.000gp / +48.800gp)
L16, 45000gp: Iron Armbands of Power +4 (AV1) [replaces: Iron Armbands of Power +2, 1800gp]
L14, 21000gp: Circlet of Arkhosia (PH:DrB)
L14, 21000gp: Githyanki Silver Glaive +3 (MotP)
L14, 21000gp: Raven Cloak +3 (Dr381)
L13, 17000gp: Breakchain Tattoo (AV2) [replaces: Demonskin Tattoo, 680gp]
L12, 13000gp: Wyvernscale of Eyes +3 (PHB3)
L10, 5000gp: Strikebacks (AV1)
L10, 5000gp: Diamond Cincture +1 (AV2) [replaces: Viper Belt, 840gp]
L9, 4200gp: Battle Standard of the Hungry Blade (Dr381)
L7, 2600gp: Rushing Cleats (AV1)
L5, 1000gp: Ruby Scabbard (AV1)
4200gp left
A boring but necessary improvement on the damage front.
More important we further increase our self-healing ability to get us out of negative HPs and get a new Tattoo - now we can fully start using APs strategically to get out of locked situations and strike with security.

Level 17
Powers: Although there are some interesting opportunities at this level, nothing is quite good enough to beat our current set.
But we again get very useful 2 PPs.

Gear (240.000gp / +80.000gp)
L19, 105000gp: Githyanki Silver Glaive +4 (MotP) [replaces: Githyanki Silver Glaive +3, 21000gp]
200gp left
Another welcome accuracy upgrade.

Level 18
Attributes: +1 Con, +1 Wis

Powers: As already explained, we want Shield of the Iron Mind (PHB3), for which we give up Insightful Riposte...
Feats: ... which we re-aquire right away by getting Skill Power (PHB3).

Gear (320.000gp / +80.000gp)
L17, 65000gp: Wyrmscale of Eyes +4 (PHB3) [replaces: Wyvernscale of Eyes +3, 13000gp]
L15, 25000gp: Ring of the Dragonborn Emperor (AV1)
3200gp left
A long necessary armor upgrade and some extra punch to our favourite attack.

Level 19
Powers: Aspect of Stolen Identity (PHB3) replaces Aspect of Elevated Harmony, which gives us a strong trick to use some of the mobs' most powerful weapons' against themselves. Vengeful Mind (PHB3) is a solid alternative for sure, but better used in a more Striker oriented build, as we prefer to let mobs not even come far enough to nuke many of our allies.

Gear (400.000gp / +80.000gp)
L18, 85000gp: Steadfast Amulet +4 (AV1) [replaces: Raven Cloak +3, 21000gp]
L12, 13000gp: Stone of Spirit (AV2)
L6, 1800gp: Solitaire (Cinnabar) (AV1)
4400gp left
This amulet ensures that a daze at the worst moment to rush past our defenses won't be of much avail. And although we don't have an improved crit range we still generate many attacks due AoE, and so the small money for the Solitaire might just help us out at the right time.
The reroll from the Stone once a day is always very useful, and the set bonuses are great if your group happens to join the fun. Note that we choose psychic over melee to be also able to reroll our Bull's Strength AoEs as well.

Level 20
Feats: Weapon Focus (Heavy Blades) (PHB1) here we come - it's been a long wait, but with Epic approaching it's finally time to up our damage a bit.

Powers:
We gain Guided Aggression (PHB3) from our PP, which is another single target debuff power in our arsenal. We and our allies now can regularly punish mobs for shifting or using close attacks, which cancels some of the nastiest anti-Defender strategies.

Gear (560.000gp / +160.000gp)
L20, 125000gp: Diamond Cincture +2 (AV2) [replaces: Diamond Cincture +1, 5000gp]
L12, 13000gp: Diplomat's Scabbard (Dr381) [replaces: Ruby Scabbard, 1000gp]
32400gp left
A nice upgrade to our belt. The new Scabbard is not only very flavourful, but it can save us from the dreaded first round lockdown once a day as well. The rest of the gold goes into the saving pot.

Level 21 - Snapshot
Race: Dwarf (PHB1)
Class: Battlemind (PHB3)
Paragon Path: Eternal Blade (PHB3)
Epic Destiny: Caeseless Guardian (Dr387) [A perfect mix for us, hands down. A rather defensive outlook in general, but that's OK - our offense might not be the most damaging, but it is very good nonetheless.]
Psionic Study: Battle Resilience (PHB3)
Background: Perception Class Skill (Geography: Forest, PHB2)

Ability Scores
Strength 16 (+3)
Constitution 26 (+8)
Dexterity 17 (+3)
Intelligence 10 (+0)
Wisdom 20 (+5)
Charisma 12 (+1)

Hit Points / Bloodied: 161 / 80 (15 base + 26 Con + 120 level)
Healing Surges: 17 (9 base + 8 Con)
Healing Surge Value: 40 HP

Defenses
AC: 36 (10 base + 10 level + 11 Scale + 5 enh)
Fortitude: 37 (10 base + 10 level + 8 Con + 4 enh +2 feat + 2 item + 1 armor)
Reflex: 29 (10 base + 10 level + 3 Dex + 4 enh +2 feat)
Will: 33 (10 base + 10 level + 5 Wis + 4 enh +2 feat + 2 class)
AC is still not strong for a Defender, though it hardly needs to be with all our mitigation systems in place. Our NADs are quite solid now thanks to Robust Defenses and a good attribute spread in general.

Attacks
Glaive (any): +26 // [2d4]+15 dmg (+2 prof +10 level +4 enh +2 exp +8 Con // +4 enh +8 Con +3 feat)
-- bonus accuracy: +3 / +5 on OAs
-- bonus damage: +4 on melee attacks, +3 on close attacks, +4d8 psychic on crit
-- on hit: all psychic on demand --> -2 to targets next attack

Initiative: +13 (+10 level +3 Dex)
Speed: 6 (5 base + 1 ED)

Powers
At-Will: L1 Bull's Strength (PHB3); L7 Lightning Rush (PHB3); L13 Psionic Speed (PHB3) // Power Points: 13
Encounter: L2 Telepathic Challenge (PHB3); L6 Psionic Ambush (PHB3); L11 Eternal Vigilance (PHB3); SP: Insightful Riposte (PHB3)
Daily: L5 Nightmare Vortex (PHB3); L10 Battle Aspect (PHB3); L12 Blade Guide's Council (PHB3); L15 Mind Blade (PHB3); L16 Shield of the Iron Mind (PHB3); L19 Aspect of Stolen Identity (PHB3); L20 Guided Aggression (PHB3)
No new power, but we gain two more sweet PPs.

Feats
L1 Battle Awareness (MP1)
L4 Polearm Momentum (MP1)
L6 Weapon Expertise (Spear) (PHB2)
L6 Melee Training (Con) (PHB2)
L10 Weapon Expertise (Heavy Blade) (PHB2)
L10 Blade Opportunist (PHB1)
L11 Psychic Lock (PHB1)
L11 Polearm Gamble (PHB1)
L12 Heavy Blade Opportunity (PHB1)
L16 Focused Mind (PHB3)
L18 Skill Power (PHB3)
L20 Weapon Focus (Heavy Blades) (PHB1)
L21 Robust Defenses (PHB2)
L21 Mobile Warrior (MP1)
We finally have the slot to pick up Robust Defenses to improve our NADs, and Mobile Warrior is a straight upgrade from Opportunistic Sidestep that works with all attacks and does not rely on hitting, making us even more mobile, particularly paired with Psionic Speed (we of course could use both - but as usual, feats are scarce).

Notable Skills
Athletics: +18 (+5 trained +10 level +3 Str)
Diplomacy: +18 (+5 trained +10 level +1 Cha +2 item)
Dungeoneering: +17 (+10 level +5 Wis +2 racial)
Endurance: +20 (+10 level +8 Con +2 racial)
Insight: +20 (+5 trained +10 level +5 Wis)
Perception: +22 (+5 trained +10 level +5 Wis +2 item)
Still a broad set to stay useful in all kinds of situations and especially have some counter to surprise.

Gear (800.000gp / +240.000gp)
L22, 325000gp: Nagascale of Eyes +5 (PHB3) [replaces: Wyrmscale of Eyes +4, 65000gp]
L20, 125000gp: Diamond Cincture +2 (AV2)
L19, 105000gp: Githyanki Silver Glaive +4 (MotP)
L18, 85000gp: Steadfast Amulet +4 (AV1)
L16, 45000gp: Iron Armbands of Power +4 (AV1)
L15, 25000gp: Ring of the Dragonborn Emperor (AV1)
L14, 21000gp: Circlet of Arkhosia (PH:DrB)
L13, 17000gp: Breakchain Tattoo (AV2)
L12, 13000gp: Diplomat's Scabbard (Dr381)
L12, 13000gp: Stone of Spirit (AV2)
L10, 5000gp: Strikebacks (AV1)
L9, 4200gp: Battle Standard of the Hungry Blade (Dr381)
L7, 2600gp: Rushing Cleats (AV1)
L6, 1800gp: Solitaire (Cinnabar) (AV1)
12400gp left
A simple but important upgrade to our armor.

Level 22
Feats: We add Long Step (PHB3) to our reportaire, which brings us to the summit of our mobility. We now can, for example, shift 4 sqaures between each attack of an Aug1 Psionic Speed !

Powers: A decent choice of powers, of which we pick Immortal Endurace (PHB3) to even further increase our resilience for those tough encounters. If need we can already stack up more than 200 HP self-healing in an encounter if needed without help, and we have the surges to back it up...
Tactical Supremacy is nice, but by now we should have enough other ways to gain CA in our group. Imdomitable Maneuver is good as well, but mobility shouldn't be a problem for us, either.

Gear (1.200.000gp / +400.000gp)
L15, 25000gp: Ring of Freedom of Movement (PHB)
L12, 13000gp: Stone of Earth (AV2)
L11, 9000gp: Dice of Auspicious Fortune (Dr381)
365400gp left
Only some cheap items here as we need to save some money. We finally get a second ring which increases our ability to deal with movement impairing effects even further. The Dice are sweet to ensure an important attacks hits home, or even better to make sure an important save succeeds, and the second stone allows more rerolls in case we need them.

Level 23
Powers: Not much to see here. Might of the Ogre is quite useful for proning, but it just doesn't fit our build, particularly the positioning and due the fact that we will get enough OAs anyway.
But another 2 PPs are always welcome.

Gear (1.600.000gp / +400.000gp)
L24, 525000gp: Githyanki Silver Glaive +5 (MotP) [replaces: Githyanki Silver Glaive +4, 105000gp]
345400gp left
And another highly anticipated accuracy upgrade.

Level 24
Attributes: +1 Con, +1 Wis

Special:
Our ED now allows ups to still use OAs and immediates while dazed or stunned - which is just great and probably the most compelling reason to take take this ED.

Feats: We use that newfound resilience and get Rapid Mind Spike (Dr387) to punish mobs twice with Lightning Rush and Mindspike (NB: the triggers are slightly different), or even three times in case we get an OA, for ignoring us.

Gear (2.100.000gp / +500.000gp)
L25, 625000gp: Periapt of Cascading Health +5 (Dr369) [replaces: Steadfast Amulet +4, 85000gp]
305400gp left
An upgrade for our neck, and because we really could care less about daze and stun by now, we instead concentrate on general condition removal.

Level 25
Powers: We finally kiss our loved Nightmare Vortex good bye and instead get Psychic Hammer (PHB3). Domination paired with free repositioning is too good to pass up, as it in particular means we also get a free OA each round (triggered by a ranged attack or charging along you).
Aspect of Luinous Though and Vitality Theft are both good, but they cannot compare for this build.

Gear (2.800.000gp / +700.000gp)
L23, 425000gp: Breakchain Tattoo (AV2) [replaces: Breakchain Tattoo, 17000gp]
L10, 5000gp: Avalanche Boots (Dr385) [replaces: Rushing Cleats, 2600gp]
595000gp left
We just upgrade our Tattoo as the automatic removal of any one movement imparing effect is definately worth it. We also get some new boots, as we don't have any slide power left and instead add some mobility in case we need to charge - it's a cheap upgrade anyway. The rest is saved for next level.

Level 26 - Snapshot
Race: Dwarf (PHB1)
Class: Battlemind (PHB3)
Paragon Path: Eternal Blade (PHB3)
Epic Destiny: Caeseless Guardian (Dr387)
Psionic Study: Battle Resilience (PHB3)
Background: Perception Class Skill (Geography: Forest, PHB2)

Ability Scores
Strength 16 (+3)
Constitution 27 (+8)
Dexterity 17 (+3)
Intelligence 10 (+0)
Wisdom 21 (+5)
Charisma 12 (+1)

Hit Points / Bloodied: 192 / 96 (15 base + 27 Con + 150 level)
Healing Surges: 17 (9 base + 8 Con)
Healing Surge Value: 48 HP
-- resist: 5 with 2+ marked targets
Almost guaranteed resist 5 all thanks to double marking Battlemind's Demand, Telepathic Challenge and Psionic Speed. Against solos we have Mind Blade and other ways to make quick work of those, at the start of the encounter Battle Resilience protects us, and there's always Battle Aspect as back-up.

Defenses
AC: 39 (10 base + 13 level + 11 Scale + 5 enh)
Fortitude: 41 (10 base + 13 level + 8 Con + 5 enh +2 feat + 2 item + 1 armor)
Reflex: 32 (10 base + 13 level + 3 Dex + 5 enh +2 feat)
Will: 35 (10 base + 13 level + 5 Wis + 5 enh +2 feat + 2 class)
-- +2 vs melee / ranged
AC seems somewhat low, but as area attacks vs AC are extremely rare that's not much of a problem.

Attacks
Glaive (any): +31 // [2d4]+16 dmg (+2 prof +13 level +5 enh +3 exp +8 Con // +5 enh +8 Con +3 feat)
-- bonus accuracy: +3 / +5 on OAs
-- bonus damage: +4 on melee attacks, +5d8 psychic on crit
-- on hit: all psychic on demand --> -2 to targets next attack

Initiative: +16 (+13 level +3 Dex)
Speed: 6 (5 base + 1 ED)

Powers
At-Will: L1 Bull's Strength (PHB3); L7 Lightning Rush (PHB3); L13 Psionic Speed (PHB3) // Power Points: 15
Encounter: L2 Telepathic Challenge (PHB3); L6 Psionic Ambush (PHB3); L11 Eternal Vigilance (PHB3); SP: Insightful Riposte (PHB3)
Daily: L10 Battle Aspect (PHB3); L12 Blade Guide's Council (PHB3); L15 Mind Blade (PHB3); L16 Shield of the Iron Mind (PHB3); L19 Aspect of Stolen Identity (PHB3); L20 Guided Aggression (PHB3); L22 Immortal Endurace (PHB3); L25 Psychic Hammer (PHB3); L26 Always Ready (Dr387)
A nice initiative on demand booster and huge surprise counter from our ED.

Feats
L1 Battle Awareness (MP1)
L4 Polearm Momentum (MP1)
L6 Melee Training (Con) (PHB2)
L10 Weapon Expertise (Heavy Blade) (PHB2)
L10 Blade Opportunist (PHB1)
L11 Psychic Lock (PHB1)
L11 Polearm Gamble (PHB1)
L12 Heavy Blade Opportunity (PHB1)
L16 Focused Mind (PHB3)
L18 Skill Power (PHB3)
L20 Weapon Focus (Heavy Blades) (PHB1)
L21 Robust Defenses (PHB2)
L21 Mobile Warrior (MP1)
L22 Long Step (PHB3)
L24 Rapid Mind Spike (Dr387)
L26 Strength Through Challenge (Dr387)
Another big boost to our ability to survive, much more than an extra point of AC could do.

Notable Skills
Athletics: +21 (+5 trained +13 level +3 Str)
Diplomacy: +21 (+5 trained +13 level +1 Cha +2 item)
Dungeoneering: +20 (+13 level +5 Wis +2 racial)
Endurance: +23 (+13 level +8 Con +2 racial)
Insight: +23 (+5 trained +13 level +5 Wis)
Perception: +25 (+5 trained +13 level +5 Wis +2 item)

Gear (4.000.000gp / +1.200.000gp)
L27, 1625000gp: Shadow Bank (AV) [replaces: Ring of the Dragonborn Emperor, 25000gp]
L25, 625000gp: Periapt of Cascading Health +5 (Dr369)
L24, 525000gp: Githyanki Silver Glaive +5 (MotP)
L23, 425000gp: Breakchain Tattoo (AV2)
L22, 325000gp: Nagascale of Eyes +5 (PHB3)
L20, 125000gp: Diamond Cincture +2 (AV2)
L16, 45000gp: Iron Armbands of Power +4 (AV1)
L15, 25000gp: Ring of Freedom of Movement (PHB)
L14, 21000gp: Circlet of Arkhosia (PH:DrB)
L12, 13000gp: Diplomat's Scabbard (Dr381)
L12, 13000gp: Stone of Spirit (AV2)
L12, 13000gp: Stone of Earth (AV2)
L11, 9000gp: Dice of Auspicious Fortune (Dr381)
L10, 5000gp: Strikebacks (AV1)
L10, 5000gp: Avalanche Boots (Dr385)
L9, 4200gp: Battle Standard of the Hungry Blade (Dr381)
L6, 1800gp: Solitaire (Cinnabar) (AV1)
195000gp left
It hurts a bit to lose the extra damage on our AoE Bull's Strength, but the extra defense from the Shadow Band is just too much of a difference to ignore.

Level 27
Powers: For the first time since level 13 we're really tempted by the power choice on this level. Mind of Mirrors is very good, but sadly it's single target, standard action and no attached mobility so it doesn't really upgrade our build - you and your group should already have plenty of ways to make single creatures very, very miserable by now.
Brilliant Recovery is another decent option for straight damage, as we will get a few misses due our many attacks - but our minors are already in high demand and it doesn't offer any new "tech" either.
But of course we, for the last time, get another nice 2 PPs.

Gear (6.000.000gp / +2.000.000gp)
L27, 1625000gp: Elderscale of Eyes +6 (PHB3) [replaces: Nagascale of Eyes +5, 325000gp]
L24, 525000gp: Circlet of Arkhosia (PH:DrB) [replaces: Circlet of Arkhosia, 21000gp]
L21, 255000gp: Solitaire (Cerulean) (AV1)
166000gp left
Another significant improvement to our AC, and we improve our head item to also work against dominate, which is always useful. We also get the improved Solitaire to help with our saves - just in case...

Level 28
Attributes: +1 Con, +1 Wis

Feats: Epic Reflex (PHB2) finally covers the soft spot of our NADs - not fancy, but very useful.

Gear (8.000.000gp / +2.000.000gp)
L29, 2625000gp: Githyanki Silver Glaive +6 (MotP) [replaces: Githyanki Silver Glaive +5, 525000gp]66000gp left
Simple and straight, we get our final weapon upgrade.

Level 29
Powers: We aquire Aspect of Annihilation (PHB3) replacing Aspect of Stolen Identity - being able to enforce auto-fails to saving throws paired with the multi-targeting Psionic Speed is just so ludicrous at this stage of game (just imagine our own dailys) that there's no way we could pass that opportunity.

Gear (10.000.000gp / +2.000.000gp)
L27, 1625000gp: Avandra's Ring (AV2) [replaces: Ring of free Movement, 25000gp]
666000gp left
We improve our other ring to guarantee sustained mobility in even the most adverse conditions.

Level 30 - Snapshot
Race: Dwarf (PHB1)
Class: Battlemind (PHB3)
Paragon Path: Eternal Blade (PHB3)
Epic Destiny: Caeseless Guardian (Dr387)
Psionic Study: Battle Resilience (PHB3)
Background: Perception Class Skill (Geography: Forest, PHB2)

Ability Scores
Strength 16 (+3)
Constitution 28 (+9)
Dexterity 17 (+3)
Intelligence 10 (+0)
Wisdom 22 (+6)
Charisma 12 (+1)

Hit Points / Bloodied: 217 / 108 (15 base + 28 Con + 174 level)
Healing Surges: 18 (9 base + 9 Con)
Healing Surge Value: 54 HP
-- resist: 5 with 2+ marked targets

Defenses
AC: 47/44 (normal/bloodied) (10 base + 15 level + 13 Scale + 6 enh ; +3 item)
Fortitude: 44 (10 base + 15 level + 9 Con + 6 enh +2 feat + 2 item )
Reflex: 40 (10 base + 15 level + 3 Dex + 6 enh +2 feat + 4 epic reflex)
Will: 41 (10 base + 15 level + 6 Wis + 6 enh +2 feat + 2 class)
-- +2 vs melee / ranged

Attacks
Glaive (any): +35 // [2d4]+18 dmg (+2 prof +15 level +6 enh +3 exp +9 Con // +6 enh +9 Con +3 feat)
-- bonus accuracy: +3 / +5 on OAs
-- bonus damage: +6 on melee attacks, +6d8 psychic on crit
-- on hit: all psychic on demand --> -2 to targets next attack

Initiative: +18 (+15 level +3 Dex)
Speed: 6 (5 base + 1 ED)

Powers
At-Will: L1 Bull's Strength (PHB3); L7 Lightning Rush (PHB3); L13 Psionic Speed (PHB3); L30 Never Again (Dr387) // Power Points: 17
Encounter: L2 Telepathic Challenge (PHB3); L6 Psionic Ambush (PHB3); L11 Eternal Vigilance (PHB3); SP: Insightful Riposte (PHB3)
Daily: L10 Battle Aspect (PHB3); L12 Blade Guide's Council (PHB3); L15 Mind Blade (PHB3); L16 Shield of the Iron Mind (PHB3); L20 Guided Aggression (PHB3); L22 Immortal Endurace (PHB3); L25 Psychic Hammer (PHB3); L26 Always Ready (Dr387); L29 Aspect of Annihilation (PHB3)
Finally a way to use all the surges we have - just in case Tiamat and Orcus team up to surprise our party and eat our leader...

Feats
L1 Battle Awareness (MP1)
L4 Polearm Momentum (MP1)
L6 Melee Training (Con) (PHB2)
L10 Weapon Expertise (Heavy Blade) (PHB2)
L10 Blade Opportunist (PHB1)
L11 Psychic Lock (PHB1)
L11 Polearm Gamble (PHB1)
L12 Heavy Blade Opportunity (PHB1)
L16 Focused Mind (PHB3)
L18 Skill Power (PHB3)
L20 Weapon Focus (Heavy Blades) (PHB1)
L21 Robust Defenses (PHB2)
L21 Mobile Warrior (MP1)
L22 Long Step (PHB3)
L24 Rapid Mind Spike (Dr387)
L26 Strength Through Challenge (Dr387)
L28 Epic Reflexes (PHB2)
L30 Vengence Spike (PHB3)
As it is god hunting time we expect to face some seriously bloated defense values - a good time to grab a bonus to accuracy.

Notable Skills
Athletics: +23 (+5 trained +15 level +3 Str)
Diplomacy: +23 (+5 trained +15 level +1 Cha +2 item)
Dungeoneering: +21 (+15 level +6 Wis +2 racial)
Endurance: +26 (+15 level +9 Con +2 racial)
Insight: +26 (+5 trained +15 level +6 Wis)
Perception: +26 (+5 trained +15 level +6 Wis)

Gear (14.625.000gp / +4.625.000gp)
L30, 3125000gp: Periapt of Cascading Health +6 (Dr369) [replaces: Periapt of Cascading Health +5, 625000gp]
L30, 3125000gp: Agile Elderscale +6 (AV1) [replaces: Elderscale of Eyes +6, 1625000gp]
L29, 2625000gp: Githyanki Silver Glaive +6 (MotP)
L27, 1625000gp: Avandra's Ring (AV2)
L27, 1625000gp: Shadow Band (AV)
L26, 1125000gp: Iron Armbands of Power +6 (AV1) [replaces: Iron Armbands of Power +4, 45000gp]
L24, 525000gp: Circlet of Arkhosia (PH:DrB)
L23, 425000gp: Breakchain Tattoo (AV2)
L21, 225000gp: Solitaire (Cerulean) (AV1)
L20, 125000gp: Diamond Cincture +2 (AV2)
L12, 13000gp: Diplomat's Scabbard (Dr381)
L12, 13000gp: Stone of Spirit (AV2)
L12, 13000gp: Stone of Earth (AV2)
L11, 9000gp: Dice of Auspicious Fortune (Dr381)
L10, 5000gp: Strikebacks (AV1)
L10, 5000gp: Avalanche Boots (Dr385)
L9, 4200gp: Battle Standard of the Hungry Blade (Dr381)
L6, 1800gp: Solitaire (Cinnabar) (AV1)
11000gp left
A lot of money to spend on some last upgrades, most notably the Agile Armor which gives us a very nice bonus against opening volleys (Salubrious Armor would be a nice alternative with all our healing and the cheap Potions of Regeneration).

Variations


Different options for powers are discussed at the individual level within the build, because most of them are not as modular and very circumstance dependant.

Recommended Consumables and other Items
You will already have noticed that I didn't include any adventuring material, like a good old Bag of Holding and the like. Buy those at your own discretion.
And feel free to cut or change some of the surrounding items if needed - not much of it is really essential or couldn't be replaced by a similar option, and an approximation to usual leveing behaviour anyway.

For consumables you first want to - aside from regular healing potions - consider Potions of Regeneration. By Paragon they're dirt cheap, you can easily afford the Surge, and over a long combat they not only add up but in fact get you out of bloodied afterwards for free !
Also consider Potions of Resistance, particularly the very useful Cryptspawn Potion. Again a Surge investment, but between multiple attacks, ongoing damage and auras these add up - and your Leader will thank you that he can spend his juice on your more fragile fellows instead.

Remember to always keep stuff like Talent Shards, Ungent of Darkvision or an Elixier of Flying at hand, once you can afford them.
At last Cognise Crystals are a very useful way to recharge some PPs in a long fight - something none Psionic Classes will envy you for. Use them !


The Core of the Build
Naturally the combination of Glaive, Polearm Momentum, Polearm Gamble, Heavy Blade Opportunity and Opportunity Sidestep / Mobile Warrior is what makes this build - exchange those at your own risk ! Blade Opportunist and Long Step are significant improvements to that combo, but not completely mandantory.
Expertise and Robust Defenses are of course a given (although hopefully houseruled to be for free). Melee Training almost as much, although thanks to HBO you might get around it with different gloves, Wrathful Warrior instead of Battle Awareness and no Leader granting MBAs - but aware that you can't charge then...
Psychic Lock and Githyanki Silver Weapon is a significant element of the build, but can be exchanged for something of similar impact.
The rest is largely matter of taste - I for one placed a strong focus on mob control / punishment, accuracy and reliable resiliance to damage and conditions, but your taste can well vary there.

Improving Damage
If you want to increase your accuracy, Polearm Flanker and Impending Victory provide conditional help. Pursuing Step is another way to gain CA, although it's questionable if it will trigger that often, given your general combat tactics.
Damage can be increase by the powerful Headman's Chop - due your repeated onslaught of Blast and OA prone attacks, a few mobs will end up prone, so you can reap your own reward. Or if nothing else force them to constantly waste actions on getting up. If you, like me, trust in the resilience of high con and status mitigation you could even get Acolyte Power to get the Fighter's Battle Fury Stance to get a significant increase in damage output at the cost of some AC. The Fighter's Slashing Storm let's you turn your Wis into a nice damage boost, if you manage to end your turn next to enemies regularly.
At last a few other classes, particularly Ardents and Psions, can easily create vulnerability to psychic that you might want to exploit.

You always can go either Kensai for unconditional accuracy and damage improvement or Iron Vanguard to maximse Iron Fist damage and keep some resilience.
Invicible Mind is a great ED - a little less defensive and it lacks the partial immunity to daze/stun, but it is a very effective and aggresive choice if you prefer that approach.

For items you can exchange your Githyanki Silver Glaive for either a simple Jagged Glaive to produce more crits. The damage heavy option is to go all the proven way of frost, using a Frostweapon, Gloves of Ice, Siberys Shard of Merciless Cold and making room for the feats Lasting Frost and Wintertouched.
If you stay with your Githyanki Silver Glaive a Headband of Intellect is a welcome accuracy increase.

Improving Resilience
There are plenty of ways to go here, and as already mentioned you have to decide which way you prefer - high numeric defenses, high hit points and self healing, damage resistance, condition mitigation, etc.

For increased defenses the first pick is Hafted Defense, and then Armor Specialisation and Plate Armor. On the NAD front you can of course already pick up Paragon Defenses or at Epic at Epic Will and Epic Fortitude as well.
Conditional bonuses are Dodge Giants against large enemies and Uncanny Dodge to avoid CA related to-hit bonuses.
There are also quite a few items that increase your NADs - head slot for Will, and some general boost in high level rings. If you switch your regular boots for a Ring of Ramming or Gauntlets of the Ram, you can pick up the very useful Boost of Fencing Master or some other higher level general Reflex bonus boots.

To improve your hit point total pick up the proved Toughness, and add Dwarven Durability and Grit to taste for even more improved healing. Rapid Regeneration is a handy boost if you have access to regeneration, in particular when abusing such potions.
Epic Recovery and Resilience of Stone / Stoneheart Warrior increase your already tricks relating to Second Wind.

A good way to get gain elemental resistances is the combination of Forgeborn Heritage and Iron Hide Resilience, preferably combined with Bonegrim Armor to round your set if you have access to Plate. Forgeborn Heritage also opens up Wrathful Resurgence for quite some extra tHP on your Second Wind.
Defiant Fire provides a second use to your Battle Resilience, and in that case in Deceptive Mind against conditions when hit might have merit.
At last Iron Guardian is always a choice to just keep standing in the way between your allies and foes, no matter what may come.

If you're afraid of conditions (and possibly have Endurance trained), Martial Freedom and Dwarven Recovery provide solid bonuses to saves, as do a few items - Rings in particular.  Timely Respite and Martial Resolve increase saving throw frequency - but none help against the dreaded until end of next turn conditions. Here only Acolyte Power to swap in the Fighter's Grit utility power will help you... a quite solid fall back mechanism indeed.
In case you are really afraid of conditions, there is no other way to go than Dreadnought - it will eat some HP, but you gain plenty of resist as well and you have the surges to compensate.
At last Low Crawl and Spring Step deal with repeated proning, and Roll with It, Stonefoot Reprisal (against reach / ranged mobs) and the Ring of Personal Gravity increase your ability to stay in your favourite spot.

Improving Control
Going first is always useful to tackle mobs even before they can act, but due Polearm Gamble you're can use lead your party and wait for the enemy to rush towards you.
If you indeed want to go early often, get Improved / Superior Initiative, or Quick Draw if you like certain consumable. Danger Sense is very good because you can choose - with regard to Battle Resilience - to really go last in case of a bad roll, as does the useful Casque of Tactics. Wary Fighter is a smaller but stacking boost, and helps in particular to avoid ambushes in the first place.

To increase push distance, and thereby positioning ability and open even less posibilities for "crawl charing", you can pick up Spear Push or get Gauntlets of the Ram or a Ring of Ramming.

Polearm Master is a decent PP that combines very well with Polearm Gamble, but it probably is a bit too much of what you already have plenty.

At Epic two more tricks open up. Devouring Demand lets you mark even more targets at once, and a combination of Precient Retaliation and Lure of Iron can let you slide a mob away from your ally before it can even bring home the hit.

Using a Spear
There is the possilibity to pull this build off with a Spear, but you lose the very important Heavy Blade Opportunity. Your way to prone with OAs instead becomes Swift Spear, possibly also picking up Deadly Draw.

Selecting a Greatspear you increase accuracy, particularly if you also get Imperling Spear.
With a Trident and Heavy Shield you can, keep more defenses, slide even further with Battering Shield and use Hindering Shield to slow with your attacks as well, but you lose the very strong area control Polearm Gamble provides.

Other Races
Other races are easily possible. Non can match the endurance and the great ability to stay in place of a Dwarf, but you certainly have options.
Any Con race with Dex or Wis bonus will keep the whole build intact as it is. Gnolls are very mobile, Revenats very flexible and possibly even more resilient with sub-zero fighting, and Wildens are an aggressive pick.
Humans and Con/Str races are possible, but certainly delay the time until you can pick up Polearm Momentum in Heroic. Other races can work, but suffer from further decrease accuracy.

Eberron
At first Mark of Passage is always a good expansion to give you an increase Blurred Step from level 1, although you won't need it as much as a usual Battlemind.
Mark of Warding increases your mark's to-hit penalties instead, and if you want to can throw out plenty of marks.

As variant, if you're willing to give up psychic debuffing, you can grab Mark of Storm, a Lightning Glaive and the Ebberron Shard of Lightning for extra damage.
The advantages are that you can go Lyrander Windrider for significantly increased damage and also completely rely on Psionic Speed to do your work, merging two good options into one. Your third at-will can be filled with all kind of utility options like Iron First (resistance), Twisted Eye (anti teleport), Mind Snare (high accuracy), Ghost in the Steel (single target control), Brutal Barrage (single target damage), Brilliant Recovery (single target damage) or Mind of Mirrors (single target control).
I'm working on something similar and will actually get to play it, starting at level 3, in a week or so. 

Right now I'm just focusing on making the trident+shield work (Battering Shield will help with the pushes/slides, Swift Spear on OAs, Impaling Spear to help with accuracy on those MBAs). As I level, I'll have to figure out if I want to make the change to an actual polearm. The psychic lock + silver glaive combo is truly potent, but I'm unwilling to be item dependent. I build my characters with the assumption that any lynch-pin item will inevitably be withheld.

I'd look at Visions of Terror early on instead of Bull's Strength. I'm having a hard time figuring out which to keep. It can delay the need for a push enhancer. The augmented version isn't bad, even without much Cha, as it can potentially knock a bunch of enemies prone.

Dwarven Battleminds are super resilient(especially as Eternal Blades), but I'd still worry about the defenses a bit more. I'll see how it works in my game and try to give some anecdotal feedback. It will take a while.

Minor note: later on in your build, you still have WE(Spear) listed instead of changing it to WE(Heavy Blade)
I realize your purpose is full Battlemind, so mentioning a Hybrid registers as off-topic, but I have a build reminiscent of this that started as full BM. I currently play a Dwarven Battlemind|Avenger/Fighter Polearm build in my primary game at level 8 that functions as a pure off-tank. 

I started down the exact same path as your build here, almost to the fine details, but I came to a point where I said 'screw melee training and OA Feat investment'. I went searching for a power as Basic option instead. Introducing Power of Skill to this build opens a whole new world. At level 6 you prone At-Will and on Opportunity Attacks. You shutdown shift+charge completely. 

Once I was in the build, I was amazed at how well Battlemind compliments a Dwarven Avenger, especially with the errata fixing the shift. It's easily the best combination of stickyness and survivability I have ever played. Power Points are only used for Marking and Lightning Rush.

Unfortunately the Battlemind Dailies are so underwhelming as compliment choices. If I'm skipping out on Oath, I really need something sweet. I'm hoping next month's material gives BMs some nice off-turn or stance Dailies.

I dig the attempt on full BM. Keeping pimping it.
Thanks for the feedback, folks !

@Dirge-O:

Good catch - Glaives are Polearms and Heavy Blades but not Spears. So much retraining for just some stupid Expertise - booo !
You certainly can run the build without Psychic Lock, although of course it stings a bit. If you opt for damage options there's full Frostcheese or simple Jagged as alternatives - and some other stuff as well, if you want to stay flexible.
I considered Spears, but in the end the options on the Glaives were surperior. They're still nice if you want to keep your shield, although I'd then rather go with Hammers, Hindering Shield, Knockback Enchantment and probably Hammer Rhythm and Hammering Iron. You don't prone, but you send melee folks very far away and slow them, and Artillery can now be dealt with by just clumping them* and regular Blured Step + OA.
If you have some Cha, Vision of Terror is very nice, because it can offer better repositioning due the slide at the end - but I found it's largely gain some, lose some and thus mostly a matter of preference.
For defense - well, yes, I would have loved to invest some more. I could probably make a cut here or there, but I didn't consider it worth for just another +1 AC & Ref - although the next feat I'd put in somewhere (free Expertise, anyone ?) would be Hafted Defense. But in the end reliable mitigation won over swingy AC values. Forgeborn Heritage gets you some very nice resists as well for two feats, and if you grab Plate, Bonegrim Armor rounds that package quite decently.

@Shinichi:
You chose quite a different path, though definately interesting an interesting one. It's hard to compare, as they have are quite different goals. The main difference I see is that your build is single target and reactive (gaining some striker qualities in exchange), while this build is multi-target and very proactive (but straight defenderish).
But what's your issue with dailys ? Aspect of Elevated Harmony is great for self-healing (surge as effect, tHP on demand), and Nightmare Vortex is an AoE slide-prone and adds nasty control for a whole encounter.
In the end I can see (and like to see) parts of this build taken out and used for others, Hybrid or not, but this build as whole really only works as pure BM. It's already hard to lose some of its powers, particularly at-wills, and let's not even speak of the PP shortage on Hybrids...

* If you have three Artilleries (A) and clump them like below, you (B = BM) can threaten them all with OAs thanks to new imba Blurred Step, no matter how they try to shift away.
oooo
oAAo
oBAo
oooo


I considered Spears, but in the end the options on the Glaives were surperior. They're still nice if you want to keep your shield, although I'd then rather go with Hammers, Hindering Shield, Knockback Enchantment and probably Hammer Rhythm and Hammering Iron. You don't prone, but you send melee folks very far away and slow them, and Artillery can now be dealt with by just clumping them* and regular Blured Step + OA.


 
Good call on Hindering Shield. Slow + 5 squares away is nearly effective as prone + 2 squares away, and hammers obviously synergize much better with dwarves.

I'd still feel item-dependent though (Knockback enchantment).
Thanks for the feedback, folks !

@Shinichi:
You chose quite a different path, though definately interesting an interesting one. It's hard to compare, as they have are quite different goals. The main difference I see is that your build is single target and reactive (gaining some striker qualities in exchange), while this build is multi-target and very proactive (but straight defenderish).
But what's your issue with dailys ? Aspect of Elevated Harmony is great for self-healing (surge as effect, tHP on demand), and Nightmare Vortex is an AoE slide-prone and adds nasty control for a whole encounter.
In the end I can see (and like to see) parts of this build taken out and used for others, Hybrid or not, but this build as whole really only works as pure BM. It's already hard to lose some of its powers, particularly at-wills, and let's not even speak of the PP shortage on Hybrids...


You're absolutely correct on build purpose. I started with the full defender idea very similar to yours (at least as far as level 10), but once I went Hybrid I changed to single-target tank. The play stle is practically straight out of the Pursuit Avenger handbook.

My issue with the dailies is very specific to this build, though overall I find them lacking. But that's due mostly to my affinity for Wardens and Fighters, who have clearly superior choices at heroic for Hybrids.

Within my build use of a daily BM means not using Oath, and Con is 16 start because of the need for Polearm Momentum. So it's a huge opportunity cost to use on my turn as a Standard. I'd love to see more daily choices with an effect that lasts the entire encounter or an off-turn usage.

As for your build, post the update next month with the new material. I'm hesitant to dive really deep into BM until then, especially where Feats are concerned.
Well well... all variations are done.
Was quite some choices I had left in my notebook - that should satisfy all possible interests for more straight defense or higher damage.

Anybody else tried the build, yet ?
I found it very fun to play in my test run - good lockdown ability already in Herioc and huge mobility once you are a bit into Paragon.
I'll be starting play with my version (trident and shield) on Monday, but only at level 3.  
Polearm Momentum will come at level 4: that's when the build will start picking up steam.
Swift Spear at 6 will extend the push/prone effects to OAs provided I can find/buy some Rushing Cleats. Otherwise I'll have to wait till 8 for Battering Shield.

I'll keep my options open about whether or not I'll switch to a glaive or greatspear at paragon.
That rumored feat from Psionic Power that enhances forced movement could let me swap out Battering Shield.
 

That feat is very welcome - although the prefered method, simply due being feat  tight, is to hope for Cleats in one way or another.
Althought push 3 + prone + slow with Hindering Shield is quite good as well - it just loses quite some intra-turn mobility. You can also keep your Str lower then.

Without Glaive I'd probably go for another PP as well, probably some Fighter PP like Kensai / Iron Vanguard / Polearm Master (I added some extra PP information I since yesterday).

By the time I have to make a PP decision, Psionic Power will be actually out.
Crossing my fingers that it will contain some decent PPs with Wisdom riders.

The fighter PP options aren't really palatable, what with their strength based powers, though Polearm Master does have some tasty features.

If only Windrise Ports was still on the table so Warpriest could be an option.  
Well, all Fighter PPs have strong enough features that you don't really need their attack powers. You should be using you standard Iron Fist, sometimes maybe Psionic Speed, anyway - you have extremely pumped up at-wills, so make use of them ! ;)
Even Eternal Blade's attack power is a niche case against certain mobs that are resilient to your normal tactics and try to avoid Mind Spike / Lightning Rush with close attacks.
First report on the Battlemind, Trident and Shield guy.

Started at 3rd level. Only had a couple combat encounters. Accuracy is only so-so: +9 to attack (compared to the fighter's +11), and that's with weapon expertise. You'll work extra hard to get CA.
Damage isn't great: 1d8 + 6 (using a +1 Prime Shot Trident for an effective +1 damage). 

Durability is HIGH, even with no magic armor/neck slot. Never needed attention from the healer. Minor action second wind is always great. Looking forward to the Cloak of the Walking Wounded to further fortify the character. Tanked a dragon for 5 rounds.  Got the dragon to use its Breath attack and Fear only against me. Stand Your Ground did save me from being knocked overboard. 

Twisted Eye is great at every level of augmentation (especially now, before I pick up Melee Training). 
Visions of Terror will come into it's own next level with Polearm Momentum, but even without the feat, push 2 is quite useful. Without much Cha, there'll likely never be a reason to augment it, but that's fine for now.
Iron Fist is fine, I guess. Resist 2 all is better than nothing. The augments aren't really worth it.
4 power points can go away real fast.

Didn't use the daily.

Good early positioning can help insure that Battle Resilience is put to good use, especially against DMs that like to have elites and solos start encounters with APs.
I'm also making something like this, starting at level 1, and the following L1 at-will from the Dark Sun campaign setting looks interesting. It's called Concussive Spike, and it is an attack against one enemy in a close blast 3 for 1W+Con mod, and on a hit you push all enemies in the blast other than the target 1+Cha mod squares. Augment 1 changes it to a burst instead of a blast but only pushes 1 enemy, and augment 2 is the same as the unaugmented version except that it knocks the target prone. Is this better than Bull's Strength for a trident+shield build?

I think it's great, but against enemies that are spread out or single enemies, Bull's Strength is better since it pushes the original target... then again, you have to augment Bull's Strength to use it on a group, whereas this works unaugmented, saving your power points for other at-wills like Twisted Eye early on and Lightning Rush or higher level powers later.
@Dirge:
Yes, all things being equal the Fighter will edge you out due higher proficiency and FTW. That's why I recommend to use a good old Longsword (for accuracy) or Battleaxe (for damage - and style !) until you hit level 4, when using the Trident becomes necessary.
Good the durability is spot on - Stand Your Ground was in fact the major reason for me to go Dwarf, with minor SW only as topping. Not using your daily is a good sign - it's contingency for those Very Though Fights. And yeah, you're spot on for postioning - 1 to 3 squares in front of your party, to catch the major barrage and keep both you and them largely unharmed.
Do you want to stick with Visions of Terror ? Because as much as I like it, this build fares much better with Bull's Strength (IMO even from level 1 onwards). Iron Fist is just a filler and only meant to be used unaugmented, but if you for example have ongoing damage or many minions, even those 2-3 points resist add up very quickly.

@gominbako:
I read about the power, and it's in fact great. But I'd still slightly lean to Bull's Strength for a number of reasons. 1) Even unaugmented it prones my main target, which is important in general, and in particular for OAs with HBO. 2) It's less all or nothing if I hit just one target. 3) It doesn't damage or apply riders like Psychic Lock to the other targets. But you still can naturally try both for some time, because from level 4 to 12 this build isn't really married to his 3rd at-will.
I would recommend it more if you went the Hammer & Hindering Shield route - than you'd also have the Cha to get large push distances and the 2pA prone of the main target would gain you more.
I am slowly working on a Dwarven Battlemind that would use hammers. Your build has been helpful, thanks!

So far I am considering:

Heroic Feats:
Hammering Iron (OA pushes 1 square)
Battering Shield (+1 to melee attacks that push/slide... won't work with augmented Bull's Strength!)

Paragon Feats:
Hindering Shield (Req Fighter MC; pull/push/slide with attack will slow)
Repel Charge (get OA vs any foe charging us)

Equipment:
Rushing Cleats (+1 to push of close/melee attacks)
Gauntlets of the Ram (+1 to any push effect)
Knockback Weapon (+1 to push with this weapon on attack, crit pushes, daily to knock prone)


At-Will: Bull's Strength (end result is push 4-5 and slow)
OA: push 5 and slow, can do this on anyone charging us (but after they hit us)

The rest of the build is all about being a tank, taking Forgeborn Heritage and other defensive feats.

Paragon Path: not sure for the above, but Iron Guardian is never bad.

Alternately, we could drop the Hindering Shield and Fighter MC, losing slow. We could then take Son of Mercy (one marked target can be slowed when hit until dead, then do it to another target), plus MC into Warden and take Crippling Crush (add Con to dmg when you slow/immob) and maybe Sudden Roots (OA slows). The heroic feat Vicious Advantage could give us CA vs any slow/immob target if we want more accuracy.

Any thoughts on this sort of approach? I realize it is inferior to the polearm builds, but I am wedded to the RP of a dwarven weapon.The PC is just 5th, so I have a lot of flexibility.

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First the great news - Repel Charge triggers before their attack, because OAs interrupt. Cool

Second it's a very viable build - concretebuddha made one when Windrise Ports was still up to date, check my Example Characters section in the handbook.
You can indeed combine this very well with either Fighter or Warden - the latter gives you also the chance to exploit Brutal Barrage when you want more single target punch (use Frostcheese). At the moment you'd have to Hybrid to exploit both at the same time, but IMO this is a case when it's definately worth it (consider Dragonborn for Draconic Arrogance then).

Other good PPs include the classic Kensai or Iron Vanguard - but Iron Guardian is very solid.
Check Concussive Spike (see post #8) if you have Dark Sun already - a great alternative to Bull's Strength. Visions of Terror might have some good use as well, depending on your goals.
At last consider Avalanche Boots later - they only give a bonus to pushes, but let you also shift in case you need to charge.
@gominbako:
I read about the power, and it's in fact great. But I'd still slightly lean to Bull's Strength for a number of reasons. 1) Even unaugmented it prones my main target, which is important in general, and in particular for OAs with HBO. 2) It's less all or nothing if I hit just one target. 3) It doesn't damage or apply riders like Psychic Lock to the other targets. But you still can naturally try both for some time, because from level 4 to 12 this build isn't really married to his 3rd at-will.
I would recommend it more if you went the Hammer & Hindering Shield route - than you'd also have the Cha to get large push distances and the 2pA prone of the main target would gain you more.



Thanks for your reply! I'm mostly concerned about effectiveness in Heroic tier, since I'm not sure if the campaign will go far into paragon, so while I understand your point the Hindering Shield build is less useful for me since I won't be able to take the key feat until L11, and I'm not as concerned about Psychic Lock and HBO for the same reasons. I figured that I would use Swift Spear for proning on OAs. I still might try out both, since there aren't really any better choices for a L3 at-will, though there may be something in Psionic Power.

Considering that, you're completely spot on with your assessment. The good thing is that, as long as you hit Str 15 in Paragon as well, you can easily switch things around with retraining.
During Heroic having either plus some backup power (like Iron Fist) or both (assuming 3rd is Lightning Rush at 7+) is fine, so go for it.

@Dirge:
Yes, all things being equal the Fighter will edge you out due higher proficiency and FTW. That's why I recommend to use a good old Longsword (for accuracy) or Battleaxe (for damage - and style !) until you hit level 4, when using the Trident becomes necessary.

Do you want to stick with Visions of Terror ? Because as much as I like it, this build fares much better with Bull's Strength (IMO even from level 1 onwards). 


Switching around weapons from level to level works fine in hypothetical builds, but not so well in actual campaigns, wherein there's typically a cost. If I had started with a +1 longsword at 3rd, I would not necessarily be able to swap it out for a +1 trident/spear at 4th, even if our party did happen to have to some downtime in a well equipped city. And to be fair, my +1 Prime Shot Trident is doing just as much average damage as a +1 Battleaxe would be.

Visions of Terror is necessary to trigger Polearm Momentum until a) rushing cleats are found or b) 6th level, when Battering Shield is picked up. As soon as one of those criteria is met, Bull's Strength will be swapped in.
Again, the realities of a given campaign override the hypothetical possibilities of optimization.
True enough for the Longsword. I assumed starting at level 1, where you have three levels to prepare for level 4.

What feat did you take instead of Battering Shield ?
I found that skipping Melee Training till later sufferable due the fact that with Str 14 and Twisted Eye you do have options for your MBA, and two mass prones (and Get Out Of Jail Free for your allies) was something at least I wouldn't want to pass up.
True enough for the Longsword. I assumed starting at level 1, where you have three levels to prepare for level 4.

What feat did you take instead of Battering Shield ?
I found that skipping Melee Training till later sufferable due the fact that with Str 14 and Twisted Eye you do have options for your MBA, and two mass prones (and Get Out Of Jail Free for your allies) was something at least I wouldn't want to pass up.



Joined an existing campaign at 3rd. 
Took Weapon Expertise(spear) and Battle Awareness as my feats. PM comes at 4th.
Battering Shield isn't that useful yet without PM, and as long as I have Visions of Terror's push 2, I don't actually need Battering Shield yet.
With a 14 Str, Melee Training(Con) can wait. I figured that in the vast majority of fights, I would be making more at-will/daily attacks than MBAs due to OAs or Battle Awareness, and that therefore the +1 to all attacks was worth more than the situational +2 boost to attack and damage with MBAs.  Twisted Eye is always there with its 1 PP version if there's an OA I really want to land.
I currently plan to have Melee Training(Con) slotted in at 8th level. 

Heroic-Tier feat plan:
1st: Battle Awareness 
2nd: Weapon Expertise (spear)
4th: Polearm Momentum
6th: Battering Shield
8th: Swift Spear (swap out Battering Shield for Melee Training, assuming Rushing Cleats have been acquired by this point)
10th: ____________ (placeholder till 11th, at which point Impaling Spear is taken)
Psionic Power Update:
I'll see when I have time for a detailed update. The important bits are:
-- L6 Utility: You'll want to take Mental Triumph here because it guarantees mobility for an encounter - full stop. Maybe not right away (you can keep Psionic Ambush till L10), and maybe only until L24 (see below), but in between - no questions.
-- PP: Talaric Ironjack is perfect for Defense and the many generated OAs. Eternal Blade is still strong, and both have something going for them, although I give TI the slight edge at the moment.
-- ED: Topaz Crusader, full stop. That's about Demigod plus Caeseless Guardian and then some.
-- Blurred Speed: A solid feat during Heroic until you gain Polearm Gamble, when you won't need Blurred Step that often anymore.
You can trade around a few other bits here and there as well, but the core combo Bull's Strength / Psionic Speed / Lightning Rush stays the best what I have seen so far in all the books.

@Dirge:
I see - I guess you just don't want to switch back and forth with retraining that much, understandable. Just personally I'd feel getting the combo online ASAP to be more important.
OK, I won't do a full make over right now, as I'd like to see what the update in October brings (Psionic Power corrections; both new and updated feats due Essentials). Until then you can find a quick overview about the post-PsP Ronin here. Detailed comments can be found both in regular level by level discussion and in my regular Battlemind handbook.

Updated Progression
Race: Dwarf
PP: Talaric Ironjack
ED: Topaz Crusader

L30 Defenses
AC: 55 / 52 bloodied
Fort: 50
Reflex: 47
Will: 47
-- included bonuses: +2 concealment; +2 Talaric Ironjack
-- resist 5 all (via Strength Through Challenge or U12)
-- immune dazed, domiated, immobilised, restrained, polymorph

L30 Attack
to-hit: +36
damage: [2d4] + 24 melee / 21 blast
-- optional: +6 dmg & -2 AC (stance)
-- +3 to-hit with OAs
-- on hit -2 attack to target

Attributes
Str 14->16
Con 18->28
Dex 14->17
Int 8->10
Wis 15->22
Cha 10->12

At-Wills
A1: Bull's Strength
A1: Twisted Eye
A3: Iron Fist
A7: Lightning Rush (replaces: Twisted Eye)
A13: Psionic Speed (replaces: Iron Fist)
PPs: 19

Utilities
U2: Dimensional Slide @L24 -> Battle Fury Stance
U6: Mental Triumph @L24->Warning Premonition
U10: Battle Aspect @L23->Cry for Mercy
U16: Savage Intent
U22: Instant Move

Dailys
D1: Aspect of Bitter Ice @L10-> Stolen Grace
D5: Nightmare Vortex
D9: Empathic Feedback
D15: Mindblade (replaces: Stolen Grace)
D19: -none-
D25: Psychic Hammer (replaces: Nightmare Vortex)
D29: Aspect of Annihalation (replaces: Empathic Feedback)

Feats
L1: Battle Awareness
L2: Weapon Expertise (Axe)
L4: Polearm Momentum
L4: Batting Shield (replaces: Weapon Focus (Axe))
L6: Melee Training (Con)
L6: Versatile Expertise (Spear, Heavy Blade) (replaces: Battering Shield)
L8: Swift Spear
L10: Blade Opportunist
L11: Polearm Gamble
L11: Heavy Blade Opportunity (replaces: Swift Spear)
L12: Psychic Lock
L14: Opportunity Sidestep
L16: Hafted Defense
L18: Focused Mind
L20: Weapon Focus (Heavy Blade)
L21: Mobile Warrior
L21: Robust Defenses (replaces: Focused Mind)
L22: Strength Through Challenge
L22: Long Step (replaces: Opportunity Sidestep)
L24: Acolyte Power (Battle Fury Stance -> replaces Dimensional Slide)
L26: Devouring Demand
L28: Epic Reflex
L30: Rapid Mind Spike

Equipment Changes
Armor: Armor of Eyes -> Mind Hunter's Armor (only during Paragon)
Neck: Cloak of Distortion (@Epic)
Tattoo: Backslash Tattoo (@L24)
Head: Headband of Intellect (@Epic)
Rings: Ring of the Dragonborn Emperor (keep); Shadow Band (replaces: Ring of Freedom of Movement)


Massive gains in defense thanks to excellent PP (Talaric Ironjack), ED (Topaz Crusader) and a few helpful feats (high Paragon and later) and Daily Powers (from the beginning). A CB copy-paste summary will follow as soon as the CB update is done.

Very nice build langeweile!


 


You should rename it to Limitless Smackdown Defender, or LSD for short. (Because it's trippy, geddit? Nevermind, I'll go sit down now Tongue out)

Thanks.
And actually I had to laugh here, because really - LSD is what he does. Wink (Also... Dwarf + Elven drugs = probably noo good outcome... Surprised)
Another report from the field, at level 3.

Telepathic Challenge is just awesome. 

The rest is working fine, though the recent encounters haven't really let my powers shine. The party I'm in is suddenly very melee-centric, and doesn't benefit hugely from my stickiness. Blurred Step is still great, but the DM has his monsters learn quickly. I'm still able to avoid flanks frequently and waste attacks from time to time. Twisted Eye is great for neutering an elite/solo for multiple turns. Iron Fist has been surprisingly effective, though I will be dropping it in favor of Conductive Defenses at 4th level.

My damage pales compared to the Fullblade-wielding fighter in the party, as would be expected. I did pass the Iron Armbands over to him. It only seemed right.

I have still yet to use the daily, Aspect of Elevated Harmony, after 3 sessions because I am rarely damaged at all: the resists from Battle Resilience or Iron Fist really add up, my defenses are high and I have my minor action second wind just in case. 

Mindspike has yet to connect as well. The DM is mostly respecting the mark, and is missing when he doesn't. 




 
Level 4 arrives, and Polearm Momentum and Conductive Defense(at the expense of Iron Fist) are added. Yet to play with them. Should change the characters impact dramatically. Currently the damage output is lackluster, if frequent (with Battle Awareness and Mindspike), but the effects are nice.

Still have yet to need healing from the Cleric during combat. Still without magic armor or neck slot item. Will have to get around to 'shopping' for something basic next time the party is in a town setting.

Did finally use Aspect of Elevated Harmony. Nice boost to damage output for a couple of turns until the PP ran out.
 
Thanks for the report !

Yeah, the base damage of the build is a bit low, because it rushes towards control with PM ASAP.
But as you say - if the mobs are checked, threatened and hardly make a dent in you, that's fine enough. Maybe pick up some Bracers of Mighty Striking when you go shopping ? Cheap and makes at least your OAs & BA attacks sting.

I'd just recommend against IF -> CD. CD is definately good, but you already have two single target control powers with Vision of Terror (-> prone from PM) and TE.
You probably get more out of either something for your own defense, thus keeping IF, or a say good AoE debuff from Vicious Cobra Strike.

L30 Defenses

AC: 55 / 52 bloodied
Fort: 50
Reflex: 47
Will: 47
-- included bonuses: +2 concealment; +2 Talaric Ironjack
-- resist 5 all (via Strength Through Challenge or U12)
-- immune dazed, domiated, immobilised, restrained, polymorph




Could you detail how you got these defenses?  I'm trying to reverse engineer them and I'm coming up short.  I'm getting 49/46/45/45, so I know I must be missing things.  I've included:
Base (10 all)
Half level (15 all)
Ability mods (9/3/6 NADs)
Armor enhancement (6 AC)
Masterwork bonus (13 AC)
Hafted Defense (1 AC/Ref)
Robust Defenses (2 NADs)
Epic Reflex (4 Ref)
Class ability (2 Will)
Neck slot (6 NADs)
Concealment (2 all)
Talaric Ironjack (2 all)

Please let me know what I'm missing.  Thanks.

No problem !
AC: 49 +1 (ED L21) + 2 (ED L24) + 3 item (Agile Armor) = 55 / 52
Fort: 46 + 2 (ED L24) + 2 item (Diamond Cincture) = 50
Ref: 45 + 2 (ED L24) = 47
Will: 45 + 2 (ED L24) = 47
ED -> Epic Desity: Topaz Crusader

Right now you could add another +1 to all NADs for 55/51/48/48 thanks to Improved Defenses (HotFL) being better with +3 than Robust Defenses with +2.

Level 4:
2 PP Augmented Bull's Strength with Polearm Momentum and Rushing Cleats!
It feels like I'm using a daily. It's wunderbar. You do want to make sure to attack and then move if possible, so that you can position yourself next to the downed foes. Otherwise, there typically won't be much to prevent them from just standing and charging. Coordinate with your controller if possible.

Conductive Defense is pretty great too. Landed it on a close-burst-happy elite (annoyingly avoiding Mindspike retribution) and watched the damage flow in. Attacking Reflex is lovely.

No regrets on losing Iron Fist. Resist 2 is nothing to get excited about: I only ever used it when I had nothing cool to do. One can imagine scenarios wherein it could be useful, but currently health is not a problem. I did finally receive a heal from a leader. Still, I'm only going through a couple surges per encounter, typically without any boosted healing, and still without magic armor or neck slot item. Iron Fist is overkill for this character.
 
Bah, lucky bastard... Cleats at 4th. ;)

Good point about CD - that's why I like it... A great way to get around the two most annoying mobtypes for Defenders - AOE attackers and shifting Skirmishers.

Yeah, tactical positioning is pretty important. The best thing against melee mobs in fact is staying away exactly 1sq, so you can force them to eat an OA or crawl next to you and stay prone. Although even prone and pushed away is already great - forces them to use MBAs, screws their positioning and lets your allies just move away far enough if needed.
Still considering if it's worth to invest more resources into increasing push distance or in fact slowing the mobs...

L6: Versatile Expertise (Spear, Heavy Blade)


 


How are you getting two weapon groups instead of group/implement?


Was there an errata or maybe I'm confused on the feat.


L6: Versatile Expertise (Spear, Heavy Blade)


 


How are you getting two weapon groups instead of group/implement?


Was there an errata or maybe I'm confused on the feat.




Heavy Blade is an implement group.

L6: Versatile Expertise (Spear, Heavy Blade)


 


How are you getting two weapon groups instead of group/implement?


Was there an errata or maybe I'm confused on the feat.




Heavy Blade is an implement group.


According to where? Could you please be more specific?


L6: Versatile Expertise (Spear, Heavy Blade)


 


How are you getting two weapon groups instead of group/implement?


Was there an errata or maybe I'm confused on the feat.




Heavy Blade is an implement group.


According to where? Could you please be more specific?




Swordmages have both light and heavy blades as implements. 
 

Swordmages have both light and heavy blades as implements. 




Weapon Proficiencies: Simple melee, military light
blades, military heavy blades, simple ranged
Implements: Any light blade or heavy blade. Your
blade adds its enhancement bonus to attack rolls
and damage rolls and any extra damage granted by
a property (if applicable) when used as an implement.
You do not gain your weapon proficiency
bonus to the attack roll when using your blade as an
implement.


How does this translate to including Battlemind when the block above is specific to Swordmage desc?
 

Swordmages have both light and heavy blades as implements. 




Weapon Proficiencies: Simple melee, military light
blades, military heavy blades, simple ranged
Implements: Any light blade or heavy blade. Your
blade adds its enhancement bonus to attack rolls
and damage rolls and any extra damage granted by
a property (if applicable) when used as an implement.
You do not gain your weapon proficiency
bonus to the attack roll when using your blade as an
implement.


How does this translate to including Battlemind when the block above is specific to Swordmage desc?



Nothing in Versatile Expertise requires you to pick a weapon group or implement type you are proficient in, it just says pick a group and a type. You could take Versatile Expertise on a rogue and pick heavy blades and totems if you wanted to. It wouldn't do you a bit of good, but nothing stops you from doing so.
As already explained the dual Expertise matches with the common interpretation of CharOp.

In reality I don't really expect this to be a problem. I only use it because I don't have two retrains available at L11 when switching weapons.
-- In LFR you have a rebuild each level anyway.
-- In other games I'd expect Expertise for free.
-- If not you can go Spear Exp -> Master Of Arms -> Heavy Blade Expertise if you have Essentials, and you get a +2 vs OAs (nice for Lightning Rush) for free.
-- If all things fail, you'll have to make do with one less +1 for either L10 or L11.
Love the build, but am curious what the benefit of having the spear feats is since he uses a glaive which is a polearm/heavy blade? Doesn't that make Swift Spear useless?
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