And finally, Epic Tier:
Level 21(Epic Destiny+Feat+Retraining)--I generally advise taking Demigod/Chosen unless something comparable and more interesting is available, and for Wizards this means Archmage. Wizards have the strongest Daily powers in the game, and this Epic Destiny lets you use them a lot more. It also has an interesting "once per day, when you die..." power that allows us to be really self destructive with Bolstering Blood. At level 21, Archmage lets us use one of our Daily spells twice per day, and right now this means the excellent Destructive Salutation. We meet the prerequisites for Wizard Implement Expertise, and since we tend to target multiple enemies with damaging spells we'll get a lot of use out of it, so we take it now. We also retrain Paragon Defenses for Robust Defenses.
Level 22(Utility+Feat+Retraining)--The most utility you get out of the level 22 slot is Mass Fly, so that is what we take. As our spellbook power, we'll take Wall of Force for its occasional utility. Our feat at this level is Epic Will, and we retrain War Wizardry for the much improved Spell Accuracy. Our Wisdom modifier is +3, and three squares excluded from blasts and bursts should mean you never need to hit party members again.
Level 23(Encounter)--Thunderclap is an encounter stun, and our Staff Mastery makes Staffstrike Shock interesting, but we are about area control, and Deceptive Shadows is the pick here, which we trade Twist of Space for.
Level 24(Epic Feature+Stats+Feat)--Archmage gives us a Spirit Form with our full HP and insubstantial the first time we die each day, and this means we deal 2d10 damage to ourselves with Bolstering Blood every turn. We raise Intelligence and Constitution again to 25 and 21. Our feat at this level is Epic Resurgence, as having 19-20 crit plus multiple attack rolls per turn adds up to an extra encounter power in most battles.
Level 25(Daily)--Prismatic Spray at this level is made of win, since it combines two damaging attacks with their own damage bonus(which for us is rather high) with a stun(save ends), attacks an area, and ignores allies. We take it and use Archmage to have it twice per day. We take Summon Abyssal Horde as our spellbook power, though we may never use it. We trade out Mordenkainen's Guardian Hound for this.
Level 26(Epic Utility+Feat)--Our Epic Utility lets us regain a Daily power once per day, adding insult to injury. Three Prismatic Sprays are a good thing. Our feat for this level is Arcane Mastery, which gives us the option of spending an Action Point to regain a spent Daily power. Its overkill with all we get from Archmage, but we'll still use it from time to time.
Level 27(Encounter)--As much we want to stay with area control, its hard to skip Steal Time. It does nothing if we miss, but stuns and gives us an extra standard action on a hit. I strongly considered taking Soul Fire here as its the best area control, but its a little weak for this level. We give up Prismatic Burst for this.
Level 28(Stats+Feat)--We now raise Intelligence(26) and Constitution(22) one last time. Also at this level we take Quickened Spellcasting, just because we can. We'll take Thunderwave for this so we can follow Blood Pulse with Thunderwave as a minor action.
Level 29(Daily)--Legion's Hold is the big sexy power here, but I hesitate since we already have two Daily stuns that end on save. For the sake of variety, we'll select Visions of Wrath as our primary and put Summon Living Mountain in our spellbook as a change of pace. We replace Evard's Dreadful Mist. Legion's Hold is probably the best Wizard daily, but Visions of Wrath is far better than anything available at level 25 that we would trade Prismatic Spray for. It bears saying that we still choose Prismatic Spray for the Daily we can use twice per day.
Level 30(Epic Feature+Feat)--At level 30 Archmage turns one of our Daily powers into an encounter power, and we choose Prismatic Spray without thinking twice about it. We memorize either Destructive Salutation or Visions of Wrath twice per day, according to mood. There really isn't any must have feat at this point, so we just take Epic Fortitude.
Thats it for our Human Wizard of generic control and versatility. Tune in next time for the Eladrin Warlord nova machine.
====== Created Using Wizards of the Coast D&D Character Builder ======
Human Wizard, level 30
Human, Wizard, Blood Mage, Archmage
Arcane Implement Mastery: Staff of Defense
Archspell: Prismatic Spray
Quickened Spellcasting: Thunderwave
Background: Society - Noble (+2 to Diplomacy)
FINAL ABILITY SCORES
Str 10, Con 22, Dex 15, Int 26, Wis 16, Cha 12.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 13, Int 16, Wis 14, Cha 10.
AC: 44 Fort: 45 Reflex: 43 Will: 44
HP: 148 Surges: 12 Surge Value: 37
Insight +23, Arcana +28, Dungeoneering +23, Diplomacy +23, History +28
Acrobatics +17, Bluff +16, Endurance +21, Heal +18, Intimidate +16, Nature +18, Perception +18, Religion +23, Stealth +17, Streetwise +16, Thievery +17, Athletics +15
Wizard: Ritual Caster
Human: Armor Proficiency (Leather)
Level 1: Arcane Reserves (retrained to Action Surge at Level 7)
Level 2: Reaper's Touch
Level 4: Enlarge Spell
Level 6: Implement Expertise (staff)
Level 8: Dual Implement Spellcaster
Level 10: Weapon Focus (Staff)
Level 11: War Wizardry (retrained to Spell Accuracy at Level 22)
Level 12: Psychic Lock
Level 14: Improved Staff of Defense
Level 16: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 18: Danger Sense
Level 20: Improved Initiative
Level 21: Wizard Implement Expertise
Level 22: Epic Will
Level 24: Epic Resurgence
Level 26: Arcane Mastery
Level 28: Quickened Spellcasting
Level 30: Epic Fortitude
Bonus At-Will Power: Illusory Ambush
Wizard at-will 1: Magic Missile
Wizard at-will 1: Thunderwave
Wizard encounter 1: Icy Terrain
Wizard daily 1: Flaming Sphere
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Phantasmal Terrain
Wizard encounter 3: Fire Shroud
Wizard daily 5: Visions of Avarice
Wizard utility 6: Wizard's Escape
Wizard utility 6 Spellbook: Disguise Self
Wizard encounter 7: Twist of Space
Wizard daily 9: Ice Storm (retrained to Mordenkainen's Guardian Hound at Level 17)
Wizard utility 10: Illusory Wall
Wizard utility 10 Spellbook: Arcane Gate
Wizard encounter 13: Prismatic Burst (replaces Icy Terrain)
Wizard daily 15: Evard's Dreadful Mist (replaces Flaming Sphere)
Wizard utility 16: Summon Diamond Falcon
Wizard utility 16 Spellbook: Phantom Mask
Wizard encounter 17: Crushing Titan's Fist (replaces Fire Shroud)
Wizard daily 19: Evard's Black Tentacles (replaces Visions of Avarice)
Wizard daily 19 Spellbook: Blast of Cold
Wizard utility 22: Mass Fly
Wizard utility 22 Spellbook: Wall of Force
Wizard encounter 23: Deceptive Shadows (replaces Twist of Space)
Wizard daily 25: Prismatic Spray (replaces Mordenkainen's Guardian Hound)
Wizard daily 25 Spellbook: Summon Abyssal Horde
Wizard encounter 27: Steal Time (replaces Prismatic Burst)
Wizard daily 29: Visions of Wrath (replaces Evard's Dreadful Mist)
Wizard daily 29 Spellbook: Summon Living Mountain
Spellbook, Adventurer's Kit, Magic Starleather Armor +6, Magic Staff +6, Magic Wand +6, Amulet of Protection +6