I have yet to see this combo, so here goes:
Key Player: Deva Orb Wizard Planeshifer, level 15
Key Abilities: 22 Int & 22 Wis
Key Skill: Arcana
Key Feat: Ritual Caster (PHB 1, p. 200)
Key Ritual: Create Teleportation Circle (Manual of the Planes, p. 149)
Key Feature: Orb of Imposition (PHB 1, p. 157)
Key Powers: Quick Portal (Manual of the Planes, p. 145); Thunderwave (PBH 1, p. 159)
Step 1: Reach level 15, get “Create Teleportation Circle” ritual for free (wizard class feature), and retire from adventuring for about a year.
Step 2: Spend 1000 gold on ritual components (or up to 16,000, see below)
Step 3: Perform “Create Teleportation Circle” in some deadly place (like 1000 feet up on the face of a sheer cliff, or on a sheet of stone that you then drop off a ship to the bottom of the ocean, or on the ceiling of a cave over a roiling mass of lava, or in Tiamat’s toilet, or . . . you get the idea).
Step 4: Wait one year and one day, spending a healing surge each day to sustain the teleportation circle. Spend the year in a library or something: you’re a wizard; be bookish for a while. After one year and one day, the teleportation circle is permanent and requires no more healing surges to sustain.
Step 5: Go adventuring again.
Step 6: In combat in a single turn, cast Quick Portal behind an enemy, use an action point, cast Thunderwave and push the enemy into the Quick Portal. Enemy dies a horrific death.
Step 7: Repeat Step 6 every encounter thereafter (paying attention to action points and healing surges)
Check out the RAW for portals and teleportation circles in the Manual of the Planes, p. 14-19
Here’s the RAW for the Planeshifter 12th level Quick Portal utility power: Standard Action, Ranged 5, “You create a portal in an unoccupied square within range that lasts until the end of your next turn. The portal leads to a permanent teleportation circle on your current plane. You must know the teleportation circle’s sigil sequence, and you lose three healing surges when you create the portal.”
The “unoccupied square” bit in the RAW limits this to just targeting medium or smaller targets. However, the RAW for portals and teleportation circles is unclear if a portal size depends on its receiving teleportation circle or not. If your DM will allow the Quick Portal to transport something that takes up 16 squares (4x4), then the teleportation circle you create should be the 16,000 gold variety mentioned on p. 149 in the Manual of the Planes. Barring that, since your wizard has a year and a day of non-dangerous scholarly living to do, you might as well perform a number of Create Teleportation Circle rituals to match the number of your daily healing surges at level 15. With an initial point spread of 16, 16, 12, 10, 10, 10 and 12 being the initial constitution score, that would be seven Create Teleportation Circle rituals. Make a few circles at deadly places to switch up the damage types; make a few for other team uses (return to base whenever you want, etc.).
I love three things about this lovely bit of brokenness:
First, it takes a character a YEAR to prepare this broken combo (this parallels the real world in a certain respect: power gamers sometimes have to wait until that perfect level when everything comes together).
Second, an orb wizard using this gimmick is completely and totally STILL USEFUL as a controller for the adventuring party (as long as the party is willing to semi-retire for a year-in-game). In fact, you could open up this character to a number of ADDITIONAL ways that orb wizards can be broken (like the cleric multiclass Seal of Binding trick or a swordmage multiclass that’s decked out with a bunch of stuff from AV like here: http://forums.gleemax.com/showthread.php?t=1114741)
Third, the “Sequester” power is pure win for orb wizards (the level 11 encounter spell for the Planeshifter paragon path - see Manual of the Planes, p. 145). Hands down the BEST wizard encounter power with a “save ends” condition.
That’s about it. What do you think?