It really depends how far you can stretch the idea of paragon paths for each bender type.
Water has at least two distinct possibilities: Especially if they're a leader
A path more focused on healing, granted that your waterbender brew has healing at all... or a path the is pretty much a bloodbender; the whole controlling other people bits from third season ep 8. I could reasonably see a third part taking on more of the martial type, like an ice warrior bender or the like; but water is pretty expanded in terms of ideas.
Fire has maybe one or two: Striker style anyway...
The lightning adept style would be a good paragon path, as it's supposed to be something only master, or seasoned, or genius benders are supposed to do... but it's plausible as a feat which could be expanded via PP. Or since we see Zuko; which could be a multiclass firebender/ranger or whatever, have a paragon path that specializes in blending more martial styles...
Earth: Defender? Striker? controller?
I suppose metalbender or some such could be a decent path, though it'd be hard to differentiate effects and purpose between rock and metal really. Other than it being something akin to an anti-magic field for earthbenders...
Air: Striker? Controller?
Lost here. We don't see enough, save for avatars and low levels mooks which basically emulated aang. So I wouldn't know..
And airbender I'm completely clueless on.
Waterbender is a leader, the firebender is a striker, the earthbender is a defender, and the airbender is a controller. The playtest showed that.
... maybe one that lets you surround you body in earth for extra melee capability.
Fantastic, well those changes all sound good. I'm particularly happy with the Tide powers, but I'm fine with that being a Utility. I have done much design work on 4th Ed, so I yield to your superior expertise with one exception. I wrote all of these powers straight out of my head except Streaming the Water, which takes some heavy lending from the Cleric attack Spiritual Weapon. I reduced the damage from d10 and made it Line 2 instead of Range 10, but otherwise its exactly the same. Of course this is your baby, so it's up to you. I've got some more ideas but I have to do some reading for tomorrows classes. -Usagi
Okay this is something that kinda has been bugging me, melee. I could see battle being well kinda interesting against the PCs in a game. I know most of the show had bender vs bender but D&D does alot of melee. Now maybe there could be some powers like the swordmage or you could make a feat like sorceorous blade channeling, or just make some melee touch powers(seeing how "lines" have come back I could see it working).
What about a low level utiilty that let's them pull water out of stuff. That might make a good class ability.Draw Water Waterbender Class AbilityAs a waterbender you can always find water towork your bending on.At-Will ElementalMinor Action Ranged 2Effect: You can remove the water from up to one cubic foot of either non-living or non-hostile plant matter andtransfer it into a receptacle within range. You are instinctively aware of whether or not an object within range has at leasta pint of water in it.
Bending Bender Class FeatureAt-Will ElementalYou have learned how to manipulate the element you study, forcing it to move, change shape, or appear.At-Will ElementalMinor Action Ranged 2Effect: You may do any one of the following*Move up to a square foot of your element from any locationwithin range to any other location within range.*Produce up to a square foot of your element (pull water outout of the ground or an inanimate object, breathe fire, pull minute particles of dirt together into a mass, create a vaccum which pulls air in).*Change the temperture of your element from one extremeto another (water can either freeze or boil, earth can be warmed or cooled, fire can burn low or high, air can be chilled or warmed).*Mold up to a square foot of your element within range into any shapeuntil the end of your next turn.Special: Nothing you create with this technique can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This technique cannot duplicate the effect of any other power. Hows that?
Also, the Waterbender is looking a little deficient on the Healing side. I think we might have to reduce the damage or side-effects on some of these attacks so they can heal a bit.Par'Example:Icy Tracks---Waterbender Attack 3You move water over the ground under your foes and then suddenly freeze it.Encounter*Elemental, Cold, HealingStandard Action Line 3Targets: Enemies within line.Attack: Wisdome vs. ReflexHit: 1d8 + Wisdom modifier damage and the targetis knocked prone. Any ally adjacent to a enemy as theyfall prone may spend a healing surge.