Here's the results of about an hour of throwing this guy together.
+17 to most attack rolls, dips to +16 if not targeting reflex.
And a +19 to damage rolls (even the necrotic attack I have because it has the fire keyword), and I can ignore fire resistance and immunity thanks to pyromancy apprentice feature and burn everything. "If the creature is immune to fire, instead treat that creature as having resist fire 25." "Your attacks ignore fire resistance." Treat it like it has resist 25 fire? Okay, I burn through resist fire.
I thought of maybe going with some kinda staff and have staff of ruin? But I don't know if that's going to be better than my ashen rod with it's unerring and energized(fire).
Not sure what else I can do or do better other than sacking AC or defenses for something better.
A 3x3 +18 vs ref, 1d6+19 ignoring immunity and resist at-will seems pretty good.
Not sure what items I should be grabbing either for head/hands/feet, I just found random things.
====== Created Using Wizards of the Coast D&D Character Builder ======
Warforged, Mage, Enigmatic Mage
Level 1 Apprentice Mage: Pyromancy Apprentice
Level 4 Apprentice Mage: Necromancy Apprentice
Level 5 Expert Mage: Pyromancy Expert
Level 8 Expert Mage: Necromancy Expert
Master Mage: Pyromancy Master
Background: Auspicious Birth (Auspicious Birth Benefit)
FINAL ABILITY SCORES
Str 11, Con 19, Dex 11, Int 23, Wis 12, Cha 9.
STARTING ABILITY SCORES
Str 10, Con 14, Dex 10, Int 18, Wis 11, Cha 8.
AC: 26 Fort: 24 Reflex: 27 Will: 24
HP: 73 Surges: 10 Surge Value: 18
Arcana +16, Nature +11, History +16, Religion +16
Acrobatics +5, Bluff +6, Diplomacy +4, Dungeoneering +6, Endurance +13, Heal +6, Insight +6, Intimidate +8, Perception +6, Stealth +5, Streetwise +4, Thievery +5, Athletics +7
Level 1: Superior Implement Training (Ashen rod)
Level 2: Rod Expertise
Level 4: Burn Everything
Level 6: Stoking the Fire (retrained to Fiery Blood at Level 11)
Level 8: Unarmored Agility
Level 10: Improved Defenses
Level 11: War Wizardry
Level 1 Mage At-Will Powers: Erupting Flare
Level 1 Mage At-Will Powers: Scorching Burst
Level 1 Mage Daily Powers: Flaming Sphere
Level 1 Mage Daily Powers: Summon Fire Warrior
Primordial Adept Starting Feature: Vezzuvu's Eruption
Level 1 Mage Encounter Powers: Burning Hands
Level 1 Mage Encounter Powers: Darkening Flame
Mage Cantrips: Spook
Mage Cantrips: Suggestion
Mage Cantrips: Chameleon's Mask
Level 2 Mage Utility Powers: Shield
Level 2 Mage Utility Powers: Instant Friends
Level 3 Mage Encounter Powers: Fire Shroud
Level 3 Mage Encounter Powers: Shock Sphere
Level 5 Mage Daily Powers: Fireball
Level 5 Mage Daily Powers: Summon Magma Beast
Level 6 Mage Utility Powers: Fire Shield
Level 6 Mage Utility Powers: Vezzuvu's Armor
Level 7 Mage Encounter Powers: Fire Burst
Level 7 Mage Encounter Powers: Fire Sea Travel
Level 9 Mage Daily Powers: Wall of Fire
Level 9 Mage Daily Powers: Firescythe
Level 10 Mage Utility Powers: Energy Devourer
Level 10 Mage Utility Powers: Repelling Shield
Amulet of Protection +3, Shadowdance Cloth Armor (Basic Clothing) +2, Ashen rod of the Churning Inferno +3, Flame Bracers (heroic tier), Gauntlets of Blood (heroic tier), Boots of the Fencing Master (heroic tier)