Hit Points - 15 + Con score at 1st level; 6 at each level thereafter. You get a large amount of HP,which is good 'cause you're a defender and you're going to get smacked around.
Healing Surges - 8 + Con modifier. A decent amount per day,but for a defender you could be doing better.
Proficiencies - You have proficiency with the weapons you'll be using most,unless you're planning on picking up a Superior weapon. Ranged options,well..you're stock chunking rocks and toothpicks at people.
Swordmage Warding - This does a great job at keeping your AC high,even if you're using a 2-hander you'll be happy to have this. Swordbond - You get to call your weapon from far away,or reform it if it gets destroyed. Umm,cool but that's about it.
Aegis of Assualt - You get to jump around the map and smack the guy trying to hit your friend. Aegis of Shielding - You reduce the damage your ally is about to take to the face. A side note is that it makes you really tough if you take this path. Aegis of Ensnarement - After someone hits an ally you teleport them to hit for a major beat down. Makes you very sticky as your mark can't get away.
Dragonborn - +2 to Str and Cha,umm Dragonborn are good but they do not make good swordmages. But They can make passable Asaulters.
Dwarf - Dwarves are great,Second Wind,Stand Your Ground and a Con bump means they can make a pass at Shielding/Esnaring but definitely not a top,or even second tier pick.
Eladrin - Eladrin make great Swordmages,their Int bonus is a duh,and the Dex makes it easier to get HBO.
Elf - If you're going for Wandering Swordmage Elves make a decent second tier pick but otherwise they simply eren't cut out for this style of fighting.
Half-Elf - The Con bump is useful,but Cha is useless to you. However Versitile Mastery makes Half-Elf a solid choice for anyone,and any class.
Halfling - Halfings aren't prime defender material period,and much less so as a Swordmage.
Human - A very nice choice. +1 to all defenses is made of win, a bonus feat and skill helps, and the racial feats kick all kinds of hiney. The bonus at-will is actually useful to you, and it also makes Paragon MC look pretty attractive. All in all, solid, and maybe Sky Blue.
Tiefling - IMHO not bad, IF AND ONLY IF YOU PICK UP A FLAMING WEAPON AND THE HELLFIRE BLOOD FEAT. Otherwise, it's pretty mediocre. Nuff said.
Deva -THE top tier choice for Glaive wielding swordmages or those going for Wandering Swordmages. A new feat also helps them out greatly as well.
[color=Black']Gnome[/COLOR] - The get a bonus to Int,so they have to be decent,however lower damage dice means less enemies worrying about you on the battlefield.
[COLOR="Blue]Goliath[/color] - Str and Con are not wasted on Assaulting builds,and the racial power definitely helps you be a great defender.
Half-Orc - Falling into the same place as Goliaths,but their bonuses are helping get that precsious HBO feat. The racial power is also made of win regardless.
Shifter, Longtooth - Your racial power makes you a damaging powerhouse,but it is definitely not your cup of tea to be a Swordmage. Shifter, Razorclaw - Same boat as an elf with weaker racials.
Gnoll (D 367) - Shielding and Ensnaring Swordmages can make good use of the stat bumps here,a decent second tier pic.
Minotaur (D 369) - Same traits as a goliath,but if your DM allows oversized they are even better.
Shadar-Kai (D 372) - As of the Dragon article these guys make powerful swordmages from the start. And with certain feats they can be almost permanently insubstantial.
Warforged (D 364) - Durable as all get out,and make decent swordmages but not a front-runner at all.
Bladeling (MOTP) - Weak racial bonuses, but a very nice racial power makes up for most of it.
[color=Blue"]Bugbear[/color] (MM) - Same thing as the Hal-Orc only a IMHO a weaker racial,but over-sized helps keep them from being suck.
Doppelganger (MM) -Umm,just no I'm afraid.
Drow (FRPG) - The racial feats keep them from being red,that's all folks.
Genasi (FRPG) - Regardless of your build Gensai make damn good swordmages,but especially assulting. Githyanki (MM) - These guys are GREAT Shielding/Ensnaring Swordmages,the intiative bonus is gravy.
Githzerai (MM) - Just not that good for you I'm afraid.
Goblin (MM) - Slightly weaker than the Halfling, it has the same racial stat allotments, which are not spectacular for Barbarians, and he's also Small...
Hobgoblin (MM) - These guys are about the same as Half-Elves, sans the beauty that is Dilettante. Ah, well.
Kobold (MM) - It would be entertaining to see a Defender shifting around the battle-filed like a madman while bringing the pain,but not hte best pick.
Orc (MM) - Str and Con,charging boost,self healing. Sounds like assaulting to me.
Ability Scores: Eldritch Might
Strength - For Assualting Swordmages this is your secondary stat,and boosts Fort def. (Recommended Starting Score: 12-14, before racial adjustments)
Constitution - Adds HP and healing surges, which are always good to have. Shielding builds need this,and Ensnaring have many riders on this stat. (Recommended Starting Score: 12-14, before racial adjustments)
[b]Dexterity - Boosts the same defense as Int,which sucks. But it boosts initiative,and is needed for HBO,and weapon mastery feats for Light/Heavy Blades. (Recommended Starting Score: 12-14, before racial adjustments)
Intelligence - Your main stat regardless of your build. This is your main attack stat,your AC stat,and boosts your most important skills. Boost this every chance you get. (Recommended Starting Score: 16-18, before racial adjustments)
Wisdom - Helps out your Will defense, which is bound to be pretty low, and also helps you wield Polearms more effectively. Wandering Swordmages need this as a secondary stat. (Recommended Starting Score: 10-14, before racial adjustments,or 8-10 if it's a dump stat)
Charisma - A dump stat for you plain and simple. Skip this entirely and save those points. (Recommended Starting Score: 8-10, before racial adjustments)
The choice you make here determines what your aegis is,what it does,and what paths you can take down the road. The choice also changes your play style dramatically and irrivocably,so choose wisely. Spoiler:Show
Assaulting Swordmages are all about preventing damage to party members by dealing it out. Getting that extra attack in ican often be the edge one needs to drop that BBE.
Shielding Swordmages are more about standing in the thick of things and keeping the damage from the hardest hitter to a managble amount. They are more about damage control than dealing out damage in huge heaps.
Ensnaring Swordmages are about taking the BBE and keeping him next to you. They also have many riders that deal extra damage to either their aegis target,or everyone else but the aegis target. They are a balance between the raw damage of the Assaulting and the damage negation of the Shielding.
Aegis of Assualt (FRPG) Pros: Potentially more attacks means more damage,easier time getting feats. Cons: The Aegis attack is risky,you might just swing and miss and not to anything but be a fan that round.
Aegis of Shielding (FRPG) Pros: More HP,better surges,Aegis is easily used every round. Cons:Tend to be MAD,focused more on defense than damage
Aegis of Ensnaring (AP) Pros:Makes you very sticky,as if you mark something if it swings at something else it's coming back to you. Cons:The attack has to be resolved,which means you're friends might be dead before you bring the enemy to your side.
Axes - Nice,but you can't use any of them for your implement powers so they are just not for you. The one gem is the Kopesh,which is also a Heavy Blade.
Flails - Normally an interesting and perfectly viable weapon group but once again they cannot be used as your implement so a pass. The exception is if you pick up Spiked Chain Mastery so you can treat it as a Light Blade,that opens up a whole world of goodies for you.
Hammers - These weapons are normally all Hulk smash! But seeing as once again you can't use them as implements you're really just out of luck here.
Heavy Blades - High proficiency bonus,and generally high damage dice mean that you'll be doing fine swinging one of these around. For One-handed look at a Bastard Sword,or even the tried and true Longsword. For two-handers,the Fullblade is the creme-de-la-creme.
Light Blades - While the damage dice is lower,the high proficiency bonus helps land those blows and if you're using a dagger Daggermaster is all the rage these days it would seem.
Maces - Weaker than hammers,and you still can't use them. Pass.
Picks - Not a heavy,or light blade and they real sort of suck so let's move along.
[COLOR="Blue]Polearms[/color] - Normally you would skip these but since they are all dual-weapon types you can get some mileage out of them. The only one would be the Glaive,which gives you reach,and helps make you sticky.
Spears - Once again a sub-par weapon group that you cannot use as an implement. Some people can use this well just not you.
Staffs - With the advent of Arcane Implement Proficiency you can pick up a Staff and wield it just fine with your powers. However the damage dice is not at all great,but shielding/ensnaring going 2-handed could get some extra oomph with a certain build.
Archetypes: Arcane Warriors
Coming Soon!
Multiclassing: Mundane & Intellectual Studies
Avenger (PHB 2) - The MC feat itself is the main sell here. Many of your attacks are melee range so this really helps out for those big dailies.
Bard (PHB 2) - If you see someone doing this talk them out of it ASAP.
Fighter (PHB) - This is an awesome option, as the Paragon Paths here are more suited to pure damage than yours. And the defensive ones can fit certain bilds,Iron Vanguard anyone.
Paladin (PHB) - There's nothing here for you really to capitalize on.
Ranger (PHB) - A handful of you may want to dual-wield, so there's a lot of damage in this MC option.
Sorcerer (PHB 2) - The sole reason this is Blue[/b] is for the feat Sorcerous Vision which will be explained later.
Warden (PHB 2) - Mostly for Assualting,but every build can enjoy free action marking once per encounter.
Warlock (PHB) -If you choose Con based powers Shielding/Ensnaring can get a few things from here but otherwise not really your cup of tea.
Warlord (PHB) - Healing and buffing comes from this MC,which really isn't something you are. However you can pick up a few gems here and there,especially Assaulting.
Wizard(PHB) - Seeing as Intellegence is your main stat the synergy is obvious,and you can pick up some nice crowd control powers here as well.
[B}Chilling Blow[/b]:Not a bad power but unless you're fighting an enemy with multiple attacks this realyl isn't going to rack up the damage.
Flame Cyclone This is a prime minion slayer power and it deals decent damage even if you have a low Strength.
FoesnareWhile not the most damaging power immobilizing is a great status effect,and you can use it on a charge.
Lightening ClashDual attacking powers are always great,and this one hands a solid hit at a decent range.
Blazing Pursuitwhile staying near your foe is usually a good thing,it's not a good enough reason to take this power.
Crackling BurstA close burst power that makes sure nothing runs away from you,and if they do they will get a nasty zap for it.
Falcon's MarkOne of the better rnaged powers for a Swordmage at this lvl,ranged marking is always nice,and if you're Ensnaring then they're likely coming your way soon.
[COLOR="Black]Fox's Feint[/color]A solid control power,hit an enemy and then swap places with it for easy flanking,Ensnaring Swordmages will give allies a nice to hit boost to.
Sword of SigilsAnother lvl 1 close burst! either they swing at you or take amage,and their marked on top of things. Oh and Shieldings can even use their aeigs power against a target as well.
Burning Blade A great way for anyone with a decent Str score to pump their damage up for the rest of the encounter.
Frost BacklashThis is the biggest beatdown you can get for awhile and it's a solid power to boot as you might even kill them before they can do anything to you.
Whirling BladeA decent ranged power only becasue the chances of you miss 4 times in a row is highly unlikely.
Dance of the SwordClose Burst 2 vs Will,definitely a winning combo. Add on enemies hit by the attack cannot make OA's or shift and you've got a viable option.
Dragon's TeethClose Blast 5 that only targets enemies?! Holy cow,and on top of that anyone with a decent Str mod will ensure that enemies will be crowding around them so not to take the ongoing damage.
Lashing AspAt first glance this doesn't seem too hot but hte more you look at it the better it gets. It's a stance so it lasts the whole encounter,and on top of that anything standing next to your target takes damage. Oh and it it's your Aegis target it takes the extra damage as well. A solid pick.
Sweeping FrostbladeA close burst 1 that immobilizes is definitely something you want to look into.
Dimensional ThunderOffers a great movement,and then anything around you takes ongoing thunder damage. Not bad.
Dimensional WarpAs a minor action do some rediculous repositioning of you,and/or allies. Oh,and it's an encounter power to boot.
Eldritch SpeedA massive initiative boost and a free move action. Not the best but certainly solid.
Fear No ElementsGain a solid amount of elemental resistance for the rest of the enoucnter. Not bad but there are better options at this level.
Mythal RecoveryMinor action saving throws are pretty hot.
Arcane TransportA decent effect but inferior ro Dimentional Warp in everyway.
Channeling ShieldTurn into a Shielding swordmage for a moment,and actualy Shielding builds will have a solid hit afterwards.
Ghost StepA stance that let's you shift 1 extra square whenever you would shift. Combine with Luring Strike for a massive dart around the battlefield. This alone makes Elfs a viable swordmage pick.
Host of ShieldsA stance that gives a nice bonus to AC and Reflex. Not bad but you could do better.
Ward of BrillianceGive yourself a massive bonus to AC and Reflex against an attack,and if it hits you blind the target until the end of your next turn. Definitely solid.
Elemental AegisYou're able to reduce elemental damage against an enemy you have marked. Not bad,but situational.
Backblast SwipeIt's a decent power,with a good effect but since it targets Fort it limits is usefulness. But for Assualting it's marginally better.
Corrosive RuinA Fort targeting Close Blast 3,that can hit your allies. No way pal,just skip ahead.
Sloth StirkeGood damage and decent effect,but you have better options for certain.
Transposing LungeLikely the best power for this level for any swordmage but absolutely a must have for any Shielding build.
Blazing Lunge A solid hit that targets Ref,and can be used on a charge. Assualting can use this instead of a basic melee.
[COLOR="Blue]Dimensional Vortex[/color]A great control power with good range. Even if there's nothing to hit they simply just miss,if not you tell them to hit their buddy with your Con mod to damage.
Dual Lightening StrikeSmack someone,then teleport away and smack someone else. If you're Assualting you can get some range out of this power. Oh and you mark the targets you hit as well.
Shadow Snake LungeGood damage and strongly encourages the target to stay put until it's next turn or take damage.
Unseen Gauntlet: A ranged Fort targeting power,not exactly something you'll use every other day. However Ensnaring builds can wring a bit more out of this power.
Incendiary SwordAn area burst vs Will at range for a defender is hot,top that off with the fact if they don't hit you they take damage and it get's even better.
Deep FreezeA fort targetting power that makes sure nothing stands near your target. aside from that,nothing to really look at here.
Elemental FoibleHit them for low damage but give them a vunerability that last until the end of the encounter. Especially good if you've specialized in one element though.
Lingering LighteningMulti-attacking at range is good for a melee class,though it has low damage it deals some on a miss so it's not a total loss.
Dimensional Bond:A great sticky power,as you effectively negate your targets ability to get away from you.
Energy Theft:A rather situational power,but when you need to lower your resistance for the party this power will definitely come in handy.
Enervating Slash: A 2W with a weaken effect on the end of it,can buy your party a few rounds of punishment ot say the least.
Mark of the HoundAlways knowing where your target is is not that hot.
Purifying Wound It deals decent damage,and if the target fails it's saves then things will really heat up.
Shielding FireA once a day perma-mark isn't that great,but for shielding this really punishes the target for trying to hurt your pals.
Armathor's Step Get a attack bonus for doing something you should be doing anyway. Oh and it's encounter power so take this and like it.
Dimensional WardingAt this lvl it's not that great but at higher lvls many enemies are teleporting around so this could be a retrain target later. Ensnaring builds won't like this as by RAW you can't teleport your aegis target to you anymore.
Fate Spurned FoeNow this is a solid debuffing power,however your save ends effects aren't all that great. However this can still be useful to you.
Silver Steel Veil The bonus is untyped so it will stack,but it's too small to be that useful,now that's not to say the power doesn't have a good uses.
Quickling StrideHoly freaking balls! 12 squares as a move action are you serious? And it's an encounter power,so enjoy your insane mobility.
Swordmage's DecreeThey most be kidding..I can mark a 3x3 area for the rest of the encounter? Bar none this is one of the best powers available to any class. Take this and enjoy it.
Unicorn's Touch A minor action save,or heal is hot especially concidering you can target yourself or an ally. A top tier pick for this lvl.
Zephyr of the Barren SandsFlying your speed has it's uses in and out of combat,but Quickling Stride is likely better.
Variable DefenseWith a decent Con score you can make sure you're not taking much elemental damage at all during this encounter.
Electrified LashFort targeting,so instantly this falls down a notch on the list,but otherwise not all that bad.
Flamewall StrikeA useful power to give your allies a chance to get out of dodge but otherwise without sustaining not that good.
Isolating SlamA great way to get targets off of one of your buddies or out of a helpful zone.
Spikes of AgonyAn excellent lockdown power,especially so for Assualting builds.
Dazing RebukeOut of turn dazing is nice,and if you're shielding impose a hefty penalty to attack rolls. However it is ranged so using this might provoke OA's.
Rejuvenating StrikeSelf-healing is always nice,combine that with a smack to the enemy's face and it's gravy. Ensnaring builds can put their higher Con to good use here.
ShatterbladeNot the strongest power,but Assaulting builds can really lay the hurt on surrounding enemies.
Thunderclap StrikeIt target's Fort,it has low damage and knocking that prone isn't that great anyway.
Watchful StrikeExtra marking on a 2W beatstick is nice,but if you're Assaulting the target you mark takes Str,a decent pick.
Sleet StrikeA decent power,and ensures that things will not be shifting away from you until the end of your next turn.
Beacon Blade The damage is not great,but blinding (save ends) is definitely worth it for any character. And considering they can't hid3e afterwards it's definitely something to look at.
Be GoneThe damage is a bit low,but teleporting something is always good,especially with teleporting extending effects added on,or just push it off a cliff. Oh and it's reliable so you're going to make it Be Gone.
Glamor BladeWhy would you want to split HP with something? This power is simply not worth it as in most cases it will only make you drop faster. If you want CA that bad get a REAL party member.
Arcane DeflectionA bit of an odd bird in the fact that it is a stance,but it deals damage to an enemy before it takes place. However being able to deflect attacks away from an ally is certainly a good thing. Ensnaring builds will likely be using this more often than others as their aegis moves something instead of an immediate effect so they do not lose that much.
Blade BoltA weak power,with a weak effect,that again targets Fort. It could potentially be useful but there are much better options at this level.
Forceful DismissalWhile it does target Fort,it deals good damage,and has a massive push effect,and even a little on a miss.
Hellspike AssualtThe damage leaves alot to be desired but the teleport can get you around to the BBE to smack him and lay the hurt for real.
Troll RampageI you hit with this power you gain regen that will activate whenever you are bloodied for the rest of the encounter. If not you regain a healthy amount of HP,and deal half damage. Also this power can be used on a charge and Ensnarers get a bonus to the charge.
Leaping FlamesA massive range implement powerthat deals laughable damage but the fire that it makes could potentially make for some interesting.
Icey SweepYou add Con to damage instead of Int and you can slide the target an impressive number of squares if you it.
Lightening StrideThe hits of this power are not that damaging however the movement makes this power worthwhile as it allows you to move through enemy ranks while laying down the hurt.
Arcane AwarenessNot granting CA isn't really that big of a deal,however this definitely has it's uses in the thick of things.
Dimensional DodgeNot only will you dodge the attack you're going to be right next to them so you could bring the pain.
Impenetrable Warding Your warding bonus to all your defenses is untyped,and with Improved Warding that means a rather massive boost to your defenses.
Like a FeatherAs a free action you get a feather fall effect or negate being knocked prone. Definitely not a bad choice,but ther are just better options.
Feywild GraceA power bonus to speed,and certain skill checks,and you ignore difficult terrain. Definitely a strong stance.
Spider's LeapMake an Athletics check with a massive bonus,and you have a running start. Ensnaring build scan use this on a charge for some rather impressive leaps.
Unerring VisionAs a minor action know where anything is within 5 squares of you regardless of the reason you can't see them. It doesn't negate the penalties so it's not as good as it could be.
Acid Burst BladeThe damage is so-so,but the damage you dish out to adjacent enemies is very solid since there is no roll. And if you're assaulting you can use it in place of a basic melee when your aegis is triggered.
Dimensional SlashYou lay the beat down and then tkae you and your target over to a nice quiet corner to beat the crap out of him. Solid choice.
Fire SeedThe damage initially is pidly,but you turn the target into an area burst 2 bomb after pushing him into the midst of a group of enemies and watch go boom. But be careful your allies aren't within the area. Shielding builds don't have this little problem.
Binding LightA radiant power that immobilizes every around the target is pretty nice,follow up with a burst or blast for devastating effect. Assaulting's get another aegis trigger power here.
Ensnaring BoltsA close blast 5 for low damage. However it only targets enemies,and you pull them Con mod squares and slow them if you're Ensnaring.
Fist of ForceIt targets Fort but it's a solid punch (pun intended),and you push the target Str mod squares. Assaulting swordmages add their Str as well.
Hypnotic SwordplayLow damage stun effect,but if you're Ensnaring you add Con to damage as well .Targets Will so should hit fairly often.
Silverlight StrikeIt's low damage but making ALL allies invisible to the enemy is simply gold. Shielding builds
cna add a bit more damage. Likely the best power for any build at this level though.
Acid For Blood A rather unspectacular power for this level but you could do worse.
Inferno's SwordSame as above,only that the range of this power saves it from being as bad as the former.
Free The StormAn excellent sticky power as it is a great incentive for enemies to stay put and fight.
Assualt of Firey CutsThe primary attack targets Fort for low damage,the other is an area burst 3 that targets Reflex for pidly damage. Not really a viable option especially concdierng you hit yourself with this power.
Burning MantleThe damage leaves a bit to be desired but it is reliable and burns all enemies who start their turns adjacent take 5 fire. Another Assualting power here.
Death's BladeThe damage is so-so,but the effects are nothing short of awesome. They tkae ongoing damage,can't heal,recharge powers,and no action points. Save Ends all but it's definitely worth it.
Eldritch ChainsThis is a solid implement power for any swordmage,or really any defender. Nail them with this and if you have initiative they can't get away from you,and it's Close Blast 3! Tack on some effects that deal damage (Rain of Blows anyone?) and you'll be churning out the damage.
Hunter's PursuitA 3W beatstick that,if you connect,everytime you hit them they are immobilized until the end of your next turn. Ensnaring builds can knock the mprone instead of immobilizing them.
Bolstering WardingA stance that lets you remove any 1 status effect before having to rool. A very powerful ability.
Elemental ProtectionGive yourself a massive resistance once per day,solid but there are better choices.
IronskinGain resist 5 until the end of the encounter. As a defender you'll be taking hits alot so this will help you go the mile.
Sudden EscapeTeleport 2 squares to dodge an attack,not a bad choice but you realyl shouldn't be moving out o the way of your pary much really.
Aegis of Lost SoulsWow,a burst 2 marking at 10 squares. A very good encounter power,but careful as it will aim everyone at you.
Borrowed ConfidenceTurn into a mini-Avenger for a turn. Not a bad choice but you'd be better of with the multi-class feat.
Shared Fortune Too situational to really be of use,but when it works it most certainly is a powerful effect.
Shield of the Beseiged TowerA stance that boosts AC is not that good,even if there are multiple enemies for the higher bonus it is simply not worth it.
Unerring Parry Taking half damage when someoen scores a crit is definitely useful.
Ice CageThere's not enough to warrent taking this power. Low damage,weakening,and damage if they swing is not enough attacking Fort at this lvl.
Spidersilk SlashNot the best power but an immobilizing burst 1 is something to concider I guess.
Swordshocl A 3W encounter beatdown is always something to concider.
Dazzling DisplayA weak Close Burst 1 that grants CA,and gives you concealment until you move or end of next turn. Meh.
Firelasher's Lunge/color]A 2W smack that deals free area damage. Assaultings get another aegis powr here and you can use this power on a charge.
[COLOR="Black"]Snake StrikeIf you can keep far enough away you can squeeze some extra damage out of it however otherwise this power is just really not worht it.
Surprising TranspositionMake an enemy smack his buddy,definitely something to concider.
Thundering VortexClose Burst 3,decent damage,and you pull all targets hit are pulled 2 squares closer,and are makred. If only it didn't target Fort. Shielding builds can aegis mark all that are hit.
Bane BladeThis power is wonderful,great damage and pick a creature type and your attacks deal 2d6 until the end of the encounter against that type. Great for Elite's Solo's
Hells Own BladeThe initial attack is pitiful but the secondary burst 2 boom is solid damage.
Lightening RodA decent hit,and ongoing 10 is nothing to scoff at,and each time it takes the damage all enemies adjacent to the target take 10. Not a bad pick.
Forceful Rebuke This power is a solid, close burst that will push things away from you,great for crowd control.
Marksman's VisionThis is a great power,a solid hit and you ignore pretty much any negative short of no line of sight to target. A solid power pick.
Planar ShockA massive teleport option,and stunned save ends makes this power gold. And even if you miss you still send them flying either to the other defender or away from your buddies.
Ward of ScalesNow this is a nice power here. Blast the guy for hitting your buddy and give the ally resistance to all damage equal to your Con mod. Oh and you can sustain that resistance with a minor. O.o
Whirling ThreatA great power,insane mobility and a burst at that. Oh and once per turn get a free mark vs and adjacent enemy for the rest of the encounter.
Eyes of The Mage By this level you should have items to compensate for wha this power does. However the reroll is marginally useful.
Giant's MightNow this is a great power,increasing reach,a bonus to attack rolls,and a massive bonus to damage rolls. A solid choice for any level.
Shackled WardingA large burst that ensures teleporting will not happen on your watch,the slow effect also ensure that you will be able to keep those fast buggers in place for a beat-down. At this level this power is very useful as many enemies can teleport.
Borrowed AscensionGain a nice,and sustainable fly speed. A great mobility power.
BoundlessA powerful ability that immediately ends some of the worse effects and hands out a hefty bonus to saving throws towards those conditions. Nice to have but not a must have pick.
Ghost WalkIf you could sustain this power it would be great,without that fact though it's not as hot. However since it is an encounter it keeps it from being entirely useless.
Oni's GiftInvisibility is a nice effect,and the fact you can keep it up the whole encounter is simply wonderful.
Acid FountainA hard hitting close blast 3,this is definitely a solid power.
Meteor StrikeThis power can lead to some wide spread havoc for your enemies. It deals great damage and you can spread it out over a huge area. Assualting Swordmages can use this on their aegis target for some big booms out of turn.
Thunder Reposte The damage is too low,and while dazing is a nice effect it targets Fort which doesn't help at all. Shielding builds might be able to use this better as they can use an ally for the origin of the blast.
Aegis BoltAegis marking at a distance is always nice,especially when it tacks on 4d8 damage along with it.
Blink AssualtPotentially a great way to set up a flank for a to hit bonus. If you have a Rogue in the party you can set up an easy SA.
Bravado StrikeIf you connect with it you dish out 3W,and can spend a healing surge adding Con mod,and get to make a saving throw. A solid encounter power for a defender.
Freezing SwordburstA decent immobilizing power,as when you smack someone with this it sets off a burst 1 that deals a little damage and slows. Assaulting builds can pick up another swing power here,but honestly it's not that worthwhile.
Lightening Bolt ChargeAnother solid mobility power for geting around the battlefield. Even if you miss you can teleport and make another attack vs a different target. Great for getting pas soldiers,brute and what not to get to the controller behind them.
Radiant ShieldAn out of place power but that does not mean it's useless. In fact this is a solid ranged power,as it deals ok damage,marks and turns all allies in the burst insubstantial until the end of your next turn. Shielding builds can aegis mark all targets instead.
Bounding Lightening Multi-target attacks are always good,and this gives you a rather decent ranged option that can realyl spread some damage around the table.
Icy ShacklesA massive 4W beat down with reliable is always a good pick,gombine with ongoing damage and an incentive for the enemy to not move around much if they haven't saved vs the ongoing yet.
Quicksilver BladeA minor action attack is always a nice thing to have,Melee Training (Int) will beef up the hit big time. However since it is only a basic attack it isn't quite as good as it could be.
Thundering HeartIt targets Fort,but that is almost negated by the fact is another reliable power. The enemy you hit will take pidly damage but after you shove him a good distance he explodes in a burst 2 for a solid wallop.
Darksword BoltA ranged power that is really not all that great,however it does deal ok damage I suppose.
Invincible RampageThis is a great power as it deals good damage,gives a high amount of regen for the rest of the encoutner as long as you are bloodied,lets you spend a healing surge,and you can use it on a charge. And if you're Ensnaring you get a bonus on the charge.
Mindsap ManeuverThe effect this imposes is great,especially vs Elites and controllers. Even if you miss you get a one round reprieve of the evil.
Sword Duel This power is a great incentive for an enemy to keep it's sights on you,and it deals great damage.
Waves of LanguorWelcome to the 4E Waves of Fatigue,and though it out of place it is still an amazing power. A close burst 2 that only targets enemies,it's vs Will and they are weakened and slwoed. If they fail their save they fall unconscious. Even on a miss great status effects are slapped on for a turn.
Aegis BoltA solid burst power that has 3 damage types so resistance likely isn't an issue. Assualting swordmages can use this on their aegis instead of a basic melee.
Circle of DevastationA close burst 2 that pushes,for most not tha great since it targets Fort. However Shielding builds that can drop this on an ally can help them get out of a bad situation.
Dimensional ChargeYou teleport across the map to deliver a massive 4W beatdown to an enemy. If you teleport to an adjacent square the attack is a charge.
Slash and Burn A completely unspectacular power,there realyl isn't anything I can think of to warrent taking this power.
Steel TempestA solid power,and the zone is a decent minion clearer. Nothing fancy but it gets the job done.
Sword Chaser AssualtGreat damage,and it's an interrupt so you get out of turn damage which is always good. Also you get put beside the offender,which is generally where you want to be.
Thundering BurstA Fort targetting power,but it is definitely a good sticky power as they take a rather large hit if they move. Ensnaring builds also slow targets hit by this power/
Wrath of the Arctic WindImmobilizing a target is great for defenders,and the secondary effect of the ower is worhtwhile as well. It's better for Assualting as they can use it as their aegis attack.
Astral Thunder Blade/color]A decent single target attack,but if you connect you get a second attack that can stun. Even of you miss with it you deal half damage and daze so it's worht the gamble.
[COLOR="Blue"]A 5W fire type smack to the face,and if your target dies before the end of the encounter he explodes in a burst 2 that deals half damage on a miss that only effects enemies.
Vorpal Doom7W is something in striker territory. Package it with reliable and the fact that all attacks,including this one crit on a 19-20 for a solid capstone power.
Constricting StrikeThis power is freaking awesome! A save ends immobilize effect that even then every time you hit them they are immobilized until the end of your next turn. So They cannot get away from you. Ensnaring builds induce the Restrained status,which for anyone is simply a very,very bad thing to be under.
Mirrorblade ArmySummoning an army of minion versions of you is potentially useful,if only they could attack. however this can make a solid wall,especially concidering you can sustain the little copies until they are destroyed.
Silver Lightening Assualt6W damge,that alone justifies taking this power,being able to teleport 20 without needing line of sight to the target is simply amazing,and after you smack them you can choose to teleport back to your old spot.
Sword of Soul RotThe damage is decent,but the effect you impose are absolutely lethal against any creature in the D&D world. It target's Fort but not even that can reduce the power level of this attack.
Magic of the Ages(AP) - Untyped bonuses to hit are always useful.
Immortal Warding(AP) - This feat is amazing,the defensive buff it gives is just wow.
Potent Rebirth(PHB2) - A solid feat as it's a good chance you'll drop being on the frontlines.
Radiant Power(PHB2) - Power attack for implements,however this time it's worth it.
Dragonborn:
Adaptable Breath (D 365) - Useful for punching through resistances to your breath weapon.
Dragonborn Frenzy (PHB) - Damage bonus while bloodied. Nice to have.
Draconic Spellcaster(AP) - You have a large amount of elemental attacks so this is a way to get extra damage. But Weapon Focus is better.
Enlarged Dragon Breath (PHB) - 5 x 5 AoE as a minor is an action well spent.
Hurl Breath (D 365) - Probably the only way you're doing ranged AoE. Enjoy.
Dwarf:
Dodge Giants (PHB) - After a certain point in time, almost everything you will be fighting will be Large or higher, so it's a +1 untyped bonus to AC and Reflex after that.
Dwarven Weapon Training (PHB) - Pick this before Weapon Focus, and retrain it out at Epic tier (unless you're using a Superior weapon, in which case you just pick Weapon Focus up at Epic).
Rune-Scribed Soul(AP) - A minor action grants you a nice attack bonus,and a great damage bonus. Great for Ensnaring builds.
Eladrin:
Eladrin Soldier (PHB) - Pick this before Weapon Focus, and retrain it out at Epic tier (unless you're using a Superior weapon, in which case you just pick Weapon Focus up at Epic).
Eladrin Swordmage Advance(AP) - Free attacks are always fun.
Twist the Arcane Fabric(AP)A great way to get allies out of a nasty area.
Elf:
Elven Arcane Precision(AP) - Mass Elven Accuracy is always good.
Elven Precision/Wild Elf Luck (PHB/FRPG) - OK buffs to a very good power.
Genasi:
Earthshock Master/Firepulse Master (D 367) - Make good racial powers even better.
Elemental Blade Attunement(AP) - A good feat but Weapon fucos is still better.
Elemental Echo(AP)Gives you a serious to-hit and damage boost after using your racial power.
Extra Manifestation (FRPG) - Adds versatility to your racial arsenal.
Primordial Surge (D 367) - THP for using a good power is nice.
Goliath:
Goliath Greatweapon Training (PHB 2) - One of the reasons why Goliath Barbarians are front-runners.
Markings of the Blessed (PHB 2) - Rerolling a save is never bad.
Markings of the Victor (PHB 2) - Rerolling an attack every encounter? Sweet!
Mountain Hammer Spellcasting[/color(AP) - Ignoring resistances is always useful,and for you that will come into play alot.
Half-Orc:
[COLOR="Blue"]Arcane Fury(AP)Taking on extra damage on bursts is always a good thing.
Anger Unleashed (PHB 2) - An attack bonus is never bad.
Savage Assault (PHB 2) - Debuffs on your racial power. Solid.
Thirst for Battle (PHB 2) - +3 initiative, and a healing surge. Nice.
Human:
Arcane Preserves(AP)Extra damage for something that is going to happen alot is nice.
Action Surge (PHB) - In case you were wondering, this is why people play Humans.
Human Perseverance/Stubborn Survivor (PHB/FRPG) - Saving throw bonuses are good (and hard to find), so more fuel for playing human (and for burning your AP's).
Risky Aegis(AP) - Grant CA for a nice to-hit and damage bonus.
Minotaur:
Goring Shove (D 369) - Combined with Opportunity Gore, this wreaks havoc on enemy tactics.
Greathorn (D 369) - If you plan on using Opportunity Gore, you might as well make the damage a bit better.
Opportunity Gore (D 369) - Makes Minos serious mobility stoppers.
Shifter:
Gorebrute Charge (PHB 2) - +3 damage while charging and shifting. Solid.
Tiefling:
Hellfire Blood (PHB) - The saving grace for the Tiefling race as Barbarians. Pick up a Flaming weapon, and you make up the gap from your lower Strength.
Wrathful Magic(AP) - A rather cheesy way to trigger your Infernal Wrath bonuses.
Warforged:
Warforged Tactics (D 364) - The conditions for it are easy to fulfill, and it hands out a hit bonus. No reason why this shouldn't have this feat if you're a 'forged.
Agile Opportunist (PHB 2) - A nice feat to work with your Leader.
Arcane Adamixture(AP) - Add acid,cold,fire,lightening,or thunder and add that type to a power. Handy for getting around resistances.
Armor Specialization (PHB) - Scale Armor Spec. is spectacular, but Hide and Plate Armor Spec. is just OK. Does not stack with Shield Specialization.
Deadly Axe (PHB) - This is a nice feat, but most Axes you will be using have high crit already, so it's only really good for Kopesh users.
Ensnaring Flourish(AP) - A major damage bonus for doing what you should be doing.
Great Fortitude/Iron Will/Lightning Reflexes (PHB) - Boosts your non-AC defenses, which will likely need boosting (except maybe Reflex).
Greater Aegis of Shielding(AP) - A major addition in damage reduction for using your aegis.
Greater Swordmage Warding(AP) - It's Paragon Defenses,only better as it scales with your level.
Heavy Blade Opportunity (PHB) - It helps you punish enemy over-extension, and it makes Polearm builds tick.
Lasting Frost (PHB) - Infinite CA with Wintertouched and a Frost weapon; beware the cold resistance, you have no answer for it.
Paragon Defenses (PHB 2) - For when you just don't have the 3 feats to burn.
Polearm Gamble (PHB) - Helps make you very,very sticky.
Reserve Maneuver (PHB 2) - Versatility notwithstanding, this feat also allows you to swap out a lackluster Paragon Path power for something a touch more... palatable.
(AP) - This is the reason you wanted to multi-class Sorceror as now you have your form of Perception.
Uncanny Dodge (PHB) - OK, but it's better if you get Polearm Gamble.
Vigorous Assualt(AP) - Assualting mages will enjoy this as likely they will get free THP every round.
Admixture Breath (D 365) - Your breath weapon is genuinely hard to resist.
Dragonbreath Warrior (MP) - A +1[W] boost for using a minor action attack is solid.
Empowered Dragon Breath (PHB) - Though it doesn't help your Dragon Breath blast minions into piles of slag (since they only have 1 HP), it DOES make it useful against other kinds of enemies.
Dwarf:
Dwarven Durability (PHB) - Every Dwarf should take this feat, regardless of class.
Genasi:
Shocking Flame (FRPG) - Even more damage, and this one scales!
Gnoll:
Fierce Charge (D 367) - A solid feat to buff your racial Encounter power.
Swift Bite (D 367) - Some goodness for bloodying an enemy. Solid enough.
Goliath:
Unyielding Stone (PHB 2) - A nice jump in THP when you use your racial power. Can make you hilariously hard to bring down.
Half-Elf:
Versatile Master (PHB 2) - Whoa. Half-Elves just got a MAJOR boost.
Half-Orc:
Strength from Pain (PHB 2) - Big damage for a turn when you're bloodied. Nice.
Unrelenting Assault (PHB 2) - Damage on a miss is nothing to sneeze at.
Human:
Action Recovery (PHB) - Could prove useful.
Minotaur:
Beast Within (D 369) - +1 to hit AND damage while bloodied is sweet.
Shifter:
Beasthide Shifting (PHB 2) - A little damage resist while shifting. Solid.
Cliffwalk Shifting (PHB 2) - Increases your movement options. Nice.
Axe/Bludgeon/Flail/Heavy Blade/Light Blade/Pick/Spear Mastery (PHB) - Whatever your weapon may be, now's the time to pick up the mastery feat. Improved crits for everyone!
Binding Ensnarement(AP) - Now thing that you teleport next to you can't hope to get away. Fun times.
Charging Aegis(AP) - Free action marking is always good,especially when it imposes a larger penalty.
Blind-Fight (PHB) - Helps you deal with Invisible enemies.
Epic Fortitude/Epic Reflexes/Epic Will (PHB 2) - Now this is what I call defense-boosting.
Epic Resurgence (PHB) - Pretty cool feat. If you're a Demigod, retrain it out at 30th; you won't need it after that.
Explosive Spellcasting(AP) - A nice way to deal the extra damage to a potentially bigger threat within your AoE.
Extended Aegis(AP) - Now you're Aegis effect is usually the whole map. Definitely worthwhile.
Quickened Spellcasting(AP) - Minor action attacks are always a good thing.
Robust Defenses (PHB 2) - +2 to all your NADs. Nice. :D
Shared Warding(AP) - Extra AC for your adjacent allies. Never a bad thing.
Total Aegis(FRPG) - Yes,just simply yes.
Trusted Spellcasting(AP) - Giving a big damage encounter power with a good effect damage on a miss is something to be looked at.
Anach of Shyr (FRPG) - Only Aegis of assault can and need apply. The abilities are solid and the powers are as well.
Coronal Guard (FRPG) - A solid defensive choice,especially for Shielding builds,especially with the advent of Arcane Power.
Umbriri (FRPG) - The abilities and powers of this PP are interesting but not really anything to jump around for.
Wandering Swordmage (FRPG) - Only Polearm wielding builds need apply here,that said this path is great for that purpose,otherwise it is not good at all.
Arcane Hunter (AP) - A solid pick as ignoring resistances and instilling vunerabilities is a strong ability.
Ghost Blade (AP) - Insubstantial is a nice status to have and that is what this path is all about. And the lvl 16 power is a strong capstone,an attack against everything I can see? sure.
Sage of Fate's Bonds (AP) - Gives Ensnaring builds solid options in addition to your Aegis bond,and a solid damage pop instead of a teleport effect. And the capstone power is a solid 5W smack down.
(AP) - This is an excellent 'stick'y PP for shielding builds. Attacks beyond normal reach,and a 'dogpile' power that you can look forward to.
Sword of Assualt (AP) - Fills in all thge problems that most people usually have with Assualting builds,and is suited to be more raw damage than some of the other pahts.
Ward Guardian (AP) - THE defensive PP for Swordmages,great features and strong powers put this towards the top of the list if defenisve is your style.
Archlich (AP) - A bonus to your prime stat,and you become very hard to kill. Also the power for this calss is a solid defensive buff.
(AP) - Great features,and the power is absolutely great. Resist all in massive amounts is worth a look.
Immanence (AP) - Another solid defensive ED. Insubstantial and massive variable resistance is always something to concider.
(AP) - There have been threads already taking into acount the lvl 24 feature of this class. Enough has been said.
Parable (AP) - This is worth Wizard MC,every feature of this class is nothing short of gold from start to finish you get something that will always be useful and the power is a gold mine.
(AP) - Arcane Power is just loaded with goodness,the power and features come together very well and make you more than just a defender.
Demigod (PHB) - Still arguably the best Epic Destiny for any character, and you are no exception.
Punisher of the Gods (D 372) - If there is an ED that can challenge Demigod's supremacy, this is it. The benefits you get on criticals are downright INSANE.
Good luck on the handbook. Just a few things that I'd like to point out in the first post:
Healing surges are pretty low for a defender - consider knocking them down a rank.
Swordmage Warding really should be sky blue, as it's a major draw to the class. Swordbond should be red, as it's a complete waste of a class feature.
Aegis of Shielding is much better than Aegis of Assault. I'd move Assault down, as it's not that good. Shielding might even be sky blue. I'm not sure where Ensnarement stands, and I don't think that it's been properly explored either.
Dragonborn shouldn't be blue. They gain a bonus to the secondary stat for assault swordmages (the worse kind of swordmage, and they can even ignore str if they want).
Dwarves shouldn't be blue either.
Elves should be purple or red, as they gain bonuses to dump stats.
The human extra feat is pretty big for swordmages. Not sure if that would bump them up to sky blue though.
Tieflings get +int, which is enough to make them blue in my book, especially over dragonborn and dwarves.
Deva should be sky blue, or at least blue. Immortal warding is incredible, and they're the best option for wandering swordmages.
Gnomes get +int, which should make them blueish, but certainly not red. Thier invisibility pwoer is great if you get swarmed.
Half Orcs should certainly be rated lower. Bonus to off-stats, HBO isn't that good for swordmages, and their racial power doesn't really help much since swordmages don't really care about damage.
Actually, as I'm typing this, I've noticed a general trend. I think you've mixed up purple and blue. Purple is second worst, and blue is second best. Please consider fixing, as this is very misleading.
You don't list wizard as a possibility in the multiclassing section. Your at-wills are missing swordburst.
Impenetrable Warding Your warding bonus to all your defenses is untyped,and with Improved Warding that means a rather massive boost to your defenses.
I love this power. You should note that Coronal Guard gets an additional +1 to their warding. That means impenetrable warding will give a coronal guard with improved warding a +5 to all NADs. Very nice.
Also, I just want to point out that the person who came up with this handbook format is actually Dictum Mortem. He invented it over on the 3.5e optimization boards. Lord Duskblade and others have just ported over to this board.