I think in certain ways you go out of way to take more and more wizard powers when you really shouldn't be. Especially powers Eternal Seeker. Your level 22 Utility should probably be Own the Battlefield(Warlord 22). That is wonderful control. I would also look at things like Blast of Cold(damage + slow on a miss), Elemental Maw, Illusory Wall(Utility 10 from Dragon). I think you need some actual weapon attacks too.
The power selection is definitely something I'm interested in tweaking.
- Illusory Wall is a great suggestion. It causes an attack roll against opponents trying to get through the wall, so it marks while it's defending. Great choice for this build!
- Blast of Cold and Elemental Maw are also good choices, but I don't know if I could give up Prismatic Beams and Prismatic Spray. Close Burst 5, enemies only, and they attack all three NAD's? That's pretty amazing.
- Own the Battlefield is an interesting suggestion. I'm not sure exactly how I would use it for this build (especially since we already have so many pushing options.) Also, I chose the level 22 Utilities with particular combos in mind:
Shadow Band + Forest Ghost = Encounter-long, Unbreakable Invisibility
Since multi-marking is going to make you a target, this combo will give enemies a -5 penalty to hit you (as long as they're not using blast powers).
Chain Lightning/Legion's Hold + Clarion Call of the Astral Sea = Full Healing, plus Unescapable Attack Penalty
One of the weaknesses of marking is that enemies can ignore the penalty by either attacking you, or making an area attack that includes you. If you're close to death, you can make a huge area attack that marks as many enemies as possible, then cast Clarion Call of the Astral Sea to take you off of the battlefield for a turn. Since you can't be targetted, enemies can't negate the -3 attack penalty.
- I'm interested in hearing suggestions about which weapon powers you would keep. I had been working under the assumption that Arcane Reach, Spell Accuracy, and a decent number of "Enemies Only" powers would make the single-target powers unnecessary. Which ones would you keep?
Optimization wise, I think warforged is the way to go... Without Warforged you are just as good going human as anything else, though Eladrin or any + int race is good too.
I agree that the Warforged is looking like the best choice right now, since it has the most flexibility in weapon and implement choices.
I had originally chosen Eladrin because the +Dex made it possibly to qualify for Arcane Reach and Shield Specialization. I'm still not sure how important Arcane Reach is to this build, but I feel like it would add a huge amount of options for where and how to use your powers.
On the other hand, if you wanted to drop Dexterity, you could pump CON up to at least a 14 starting value, giving you more healing surges and qualifying you for Armor Specialization (Plate) in Paragon Tier. A better starting CON might make the Battlerage Feature a decent choice as well... I may have to play with that option a bit to see how it compares.
The warforged build has Shield Spec twice and doesn't need toughness. Toughness sucks and Inescapable Force isn't necessary or that helpful.
Thanks for catching the typo - it should be fixed now.
You're right that Inescapable Force isn't that useful. Honestly, I only added it because I'd chosen a Force Weapon to use with the Solid Sound feat, so I figured I might as well add the other Force-related feat as well. All the Epic Level feats (other than Spell Accuracy and Arcane Mastery) were chosen pretty arbitrarily. I was tempted to just take the trio of Iron Will, Great Fortitude, and Lightning Reflexes, but that felt kind of boring. I'm definitely open to any suggestions on feat choices, since I'm not sure what else to add at Epic Level. (Heroic and Paragon Tier feats are mostly set in stone, though.)
As for toughness, I chose it to make the character more durable, but I'm open to changing it. What would you recommend?