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D&D Older Editions
Masters of Blade Magic: A Swordmage Handbook (By Herid_Fel)
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<blockquote data-quote="Veep" data-source="post: 6707977" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong><u><strong>Powers - Paragon Tier</strong></u></strong></span></p><p></p><p><strong>Level 13, Encounter</strong></p><p> </p><p><strong>Acid Burst Blade (FRPG)</strong> - This power is an upgraded Greenflame Blade. That said, the damage dealt to enemies adjacent to the target is rolled, meaning that your damage bonuses (including enhancement bonus) apply to it. It's obviously better for assault swordmages, who can use it to make their aegis attack more effective, but not enough to raise it to blue.</p><p></p><p><strong>Binding Light (AP)</strong> - Another power that can be used in place of an assault aegis attack. Binding Light does radiant damage, which can come in handy. That said, the immobilization is more of an ensnaring swordmage thing. Maneuvering into place to use it effectively is also a little harder, unless you teleport into the middle of the enemies.</p><p></p><p><strong><span style="color: #0000ff">Dimensional Slash</span> (FRPG)</strong> - This power's fairly close to Be Gone, a daily from only 4 levels before. Unfortunately, the restriction on the teleportation makes it a little harder to use to maximum effectiveness. Still a strong power.</p><p></p><p><strong><span style="color: #ff0000">Enervating Challenge</span> (D385)</strong> - This power can be compared to Evoker's Summoning, a level 7 encounter power from the same Dragon article. This power does less damage, targets Fort instead of Will, and in exchange for an extra 2 squares of range, provokes OAs. Yeah, it also weakens for a turn, but that's not enough to save it from red.</p><p></p><p><strong>Ensnaring Bolts (AP)</strong> - It's an enemy-only blast that's large, and it groups the enemies up for a second attack. It improves to <strong><span style="color: #0000ff">blue</span></strong> for an ensnaring swordmage who slows the enemies in addition to pulling them.</p><p></p><p><strong><span style="color: #0000ff">Fist of Force</span> (AP)</strong> - It's rare to see an encounter power with an effect, and it's especially rare for swordmages. The range on this power isn't great, and it's an implement attack against Fortitude, which can be a gamble. That said, the guaranteed control and good damage if you hit make it a solid choice.</p><p></p><p><strong><span style="color: #0000ff">Hypnotic Swordplay</span> (AP)</strong> - Ignore the ensnaring swordmage kicker on this power. An extra 5 damage is nothing. You're not using this power for its damage. Stun is such a potent status condition that this power was going to be black at minimum. Targeting Will is enough that it makes blue even with the lousy range.</p><p></p><p><strong><span style="color: #ff0000">Master Dimensional Cleave</span> (D405)</strong> - Same as Dimensional Cleave - and these powers don’t scale enough for going up a tier.</p><p></p><p><strong>Seed of Fire (FRPG)</strong> - It's decent damage, but it's largely a melee basic attack, push, and Scorching Burst (albeit more damaging). Fun visual, but I'm not convinced on the control element of it to move it any higher.</p><p></p><p><strong><span style="color: #0000ff">Silverlight Strike</span> (AP)</strong> - Despite the low damage, Silverlight Strike is a great defender power. It's nearly as good as blinding the target for your allies, and it encourages the monster to keep coming at you.</p><p></p><p> </p><p><strong>Level 15, Daily</strong></p><p> </p><p><strong><span style="color: #ff0000">Acid for Blood</span> (FRPG)</strong> - Mediocre single target damage, and you're not even given 5 ongoing damage if you miss.</p><p></p><p><strong><span style="color: #800080">Assault of Fiery Cuts</span> (AP)</strong> - It's a weapon attack against a NAD, and the secondary attack can hit a fairly large number of targets. On the downside, it's one of the more commonly resisted damage types, and the secondary attack's damage is so low that it's mainly useful in popping minions.</p><p></p><p><strong><span style="color: #0000ff">Burning Mantle</span> (AP)</strong> - Reliable makes this power a whole lot better. When used in conjunction with powers like Booming Blade and feats like White Lotus Riposte, your opponent's stuck with a choice of how he'd like to take his damage (and will probably take it in more ways than one).</p><p></p><p><strong>Death's Blade (AP)</strong> - This power is clearly designed to be used against elites and solos. It's unfortunate that the best part of the power requires you to hit, but at least you still get the ongoing damage if you miss. The power drops to <strong><span style="color: #800080">purple</span></strong> if your DM likes to use undead.</p><p></p><p><strong><span style="color: #0000ff">Eldritch Chains</span> (AP)</strong> - We haven't had a nice close blast in a while. This power is great for ensnaring swordmages focusing on immobilization, and even if you miss, you're still doing half damage and slowing for a turn. Force damage is also a nice touch.</p><p></p><p><strong>Free the Storm Within (FRPG) </strong> - With this daily, you become stickier, but you're not guaranteeing more damage. Promise of Storm doesn't work with this power, as it isn't an attack, and lacking the Implement and Weapon keywords means you're not adding any bonuses to the damage rolls. You're doing 9 damage on average to a target that moves away, but what if they don't move away? It's only good to give enemies choices if both of them are bad.</p><p></p><p><strong><span style="color: #0000ff">Hunter's Pursuit</span> (AP)</strong> - High damage here, and it's a weapon attack against a NAD. This is a better single target immobilization than Eldritch Chains, and the ensnaring swordmages get to knock prone instead if they want and give CA to their nearby allies.</p><p></p><p><strong><span style="color: #800080">Inferno's Sword</span> (FRPG)</strong> - This power is better than Acid for Blood, but that's not saying much. It doesn't discriminate allies from enemies, and it still doesn't do any ongoing damage with a miss.</p><p></p><p><strong><span style="color: #0000ff">Reaper's Challenge</span> (D372)</strong> - This power works better than Death's Blade at shutting down elites and solos. If you can keep the enemy from targeting you in a burst or blast, it will make the effort to come after you rather than have all of its damage cut in half. The weakening lasts for two turns because it applies to the triggering attack, and the enemy will be scared to take OAs against your allies. Great defender power.</p><p></p><p><strong><span style="color: #0000ff">Rubicant's Assault</span> (D385)</strong> - Good repositioning before the pseudo-close burst attack, and then more repositioning before tacking on an extra attack with the potential to daze certainly doesn't hurt.</p><p></p><p> </p><p><strong>Level 16, Utility</strong></p><p> </p><p><strong><span style="color: #0000ff">Aegis of Lost Souls</span> (AP)</strong> - This is a good multi-marker power, and it allows you to use your aegis at a much greater range than you normally could. It obviously works best if someone drops a minion early, allowing you to mark the other enemies around it. Just remember that marking any other targets with your aegis will remove these marks as normal. Even better for hybrid swordmages who have additional restrictions on their aegis.</p><p></p><p><strong><span style="color: #0000ff">Bolstering Warding</span> (FRPG)</strong> - This is a strong stance. Status effects are more and more onerous at this level, and removing them without a saving throw allows you to ignore any save penalties. Just be careful that you don't have too many stances (unless you're using a Master's Blade, in which case go wild).</p><p></p><p><strong><span style="color: #0000ff">Borrowed Confidence</span> (AP)</strong> - It's an encounter power, and basically gives you a hyperactive version of an avenger's oath of enmity for a single turn. There's better ways to get saves available for the swordmage, so that part's less important, but it's nice to have the option.</p><p></p><p><strong><span style="color: #ff0000">Elemental Barrier</span> (D385)</strong> - When this utility was at-will, it was a bit too strong. As a daily, and without the ability to have the effect move with you, it's too weak. Have a wizard friend use Mass Resistance (level 10, for the record) instead - more damage prevented, and more choices of damage types to prevent.</p><p></p><p><strong><span style="color: #800080">Elemental Protection</span> (FRPG)</strong> - A slightly improved version of Fear No Elements, back from level 2. For 14 levels higher, we should get something more effective than 5 more damage reduced.</p><p></p><p><strong>Ironskin (FRPG)</strong> - Resist 5 is a small amount of damage resistance at this level, but it is effective against all attacks. There's better damage prevention available since this power was created (Moment of Glory, Protective Roots: I'm looking at you), but this helps you take the hits and keep on ticking. That's what you need to do.</p><p></p><p><strong><span style="color: #ff0000">Shared Fortune</span> (AP)</strong> - This power is too situational to be of good use. Take Bolstering Warding if you want to end (save ends) effects.</p><p></p><p><strong><span style="color: #ff0000">Shield of Besieged Tower</span> (AP)</strong> - So I can get +1 AC, increasing to +3 if I've got two enemies near me... or I could take Host of Shields and get +2 AC and +2 Reflex all the time. The extra +1 AC this power can have over HoS doesn't make up for the difference in Reflex, and it's 14 levels higher. Boo.</p><p></p><p><strong>Sudden Escape (FRPG)</strong> - Avoid being hit by a nasty melee attack. That definitely has its uses, but it uses your immediate action, doesn't help against most ranged attacks and some melee attacks (if the attacker has enough reach), and only works once per day.</p><p></p><p><strong>Unerring Parry (AP)</strong> - This does something similar to Sudden Escape. It halves the damage of the triggering attack, but works every encounter. I'd say Sudden Escape is a little better because it can avoid melee attacks carrying nasty status effects, but not enough to lower this to purple or raise Sudden Escape to blue.</p><p></p><p> </p><p><strong>Level 17, Encounter</strong></p><p> </p><p><strong>Dazzling Display (AP)</strong> - Weapon attack vs. NAD, but at this point, the low damage is hurting it. You're nearing epic tier, where 2[W] becomes the new norm. CA without flanking is nice for all your allies, especially the ranged attackers. That, and the effect giving you concealment for a short time is enough to keep the power at an average rating.</p><p></p><p><strong>Elemental Detention (D385)</strong> - Thank goodness its damage was bumped up to 2W. It's still a little on the low side of average, but restrained is a decent status condition. The -2 to attack rolls is always handy.</p><p></p><p><strong>Firelasher's Lunge (AP)</strong> - Greenflame Blade which can be made as an assault swordmage attack and while charging, doing 1[W] extra damage. I personally prefer Acid Burst Blade for assault swordmages, but if you're not one, the ability to use it while charging keeps it at black.</p><p></p><p><strong>Ice Cage (FRPG)</strong> - Weapon attack vs. NAD, but again, low damage. To be fair, the kicker damage is likely to trigger, and it keeps the damage down against you and your allies, so it's not all bad.</p><p></p><p><strong><span style="color: #0000ff">Necromantic Disruption</span> (D372)</strong> - A 3[W] encounter attack? I'm shocked. Wait, that comes later. This power is nice against those pesky ghosts, and if you time it right or get lucky, you can use it again. That's solid.</p><p></p><p><strong><span style="color: #0000ff">Snake Strike</span> (AP)</strong> - It's been a while since you had a power with this good of a range, and that was a daily. It encourages your foe to get near you or take more damage (including doubling of damage bonuses). It'd be better if it wasn't against Fortitude or if it didn't do poison damage, but it's good enough as is.</p><p></p><p><strong>Spidersilk Slash (FRPG)</strong> - Really? Binding Light does a better job locking multiple enemies down, even if it does less damage on average. See also: Weapon attack vs. NAD, but low damage.</p><p></p><p><strong><span style="color: #0000ff">Surprising Transposition</span> (AP)</strong> - This is the first upgraded version of Dimensional Vortex that we've seen. This turns a hit against an ally into an auto-hit against an enemy. That said, you're moving your ally into an enemy's former position, which can be dangerous, and the attack targets Fortitude rather than Will. That means you'll want to use it against the skirmishers and lurkers hanging on the edge of combat. Pull them into the thick of things and pound on them before they can run away.</p><p></p><p><strong><span style="color: #ff0000">Swordshock</span> (FRPG)</strong> - This power is worse than Necromantic Disruption in almost every way. If you're a stormsoul genasi, then this power is slightly better, but that's such an edge case that red is justified.</p><p></p><p><strong><span style="color: #00ccff">Thundering Vortex</span> (AP)</strong> - Close burst <strong>3</strong>, targeting enemies only, and it starts out with the thunder keyword, so it's ripe for Resounding Thunder. It gives you an extended ability to mark, and the damage is good too. It's even better for shielding swordmages, who get a full aegis mark for a turn.</p><p></p><p> </p><p></p><p><strong>Level 19, Daily</strong></p><p> </p><p><strong><span style="color: #0000ff">Bane Blade</span> (FRPG)</strong> - This seems like it should be a ranger power from the old school, or maybe something an artificer puts on a weapon. For whatever reason, it's yours. The damage is good for a swordmage power, and creature types in 4e are very broad, so you should get the damage bonus for most of the enemies in a given encounter.</p><p></p><p><strong><span style="color: #0000ff">Death's Resurgence</span> (D372)</strong> - Good damage, and it's enemies only. It also keeps you from dropping in those hard fights when the leader's out of heals and you're all running low. Because of the trigger, the fact that it prevents you from using your aegis doesn't matter. Just make sure your aegis doesn't prevent you from using this power.</p><p></p><p><strong><span style="color: #800080">Forceful Rebuke</span> (AP)</strong> - Mediocre damage, and pushing enemies doesn't offer as much control as sliding them.</p><p></p><p><strong><span style="color: #800080">Hell's Own Blade</span> (FRPG)</strong> - It's really an area burst 2 attack that does a little more damage if centered on one enemy. That said, at level 19, the swordmage equivalent of Fireball is a bit underwhelming.</p><p></p><p><strong><span style="color: #ff0000">Lightning Rod</span> (FRPG)</strong> - So no ongoing damage with a miss, and in exchange, it comes with a little Greenflame Blade action? Pass.</p><p></p><p><strong>Marksman's Vision (AP)</strong> - I feel like I saw this power before, back when it was Mark of the Hound. It's got a better effect (you can actually see the target, and it works before you make the attack), so it makes it to average. No half damage on miss means it's on the bottom of the average stick.</p><p></p><p><strong><span style="color: #0000ff">Planar Shock</span> (AP)</strong> - Weapon damage and stunned (save ends). You're also getting to move the target around no matter what. If you're fortunate enough to have some terrain which can hurt enemies around, this power can make good use of it.</p><p></p><p><strong><span style="color: #0000ff">Ward of Scales</span> (AP)</strong> - Obviously, this power is blue only for those swordmages favoring Constitution. Sorry Strength and Wisdom - you're right out. The sustain minor can be rough sometimes, as it can interfere with marking or moving, but it protects your ally directly and comes with some nice damage on top.</p><p></p><p><strong><span style="color: #0000ff">Whirling Threat</span> (AP)</strong> - Whirling Threat has movement baked in and allows for a second multi-mark. It isn't quite as useful as it would have been at level 15, since Total Aegis is just around the corner, but it is good for getting half of a battlefield to want to attack you.</p><p></p><p> </p><p style="text-align: center"><span style="font-size: 18px"><strong><u><strong>Paragon Paths</strong></u></strong></span></p><p></p><p><strong>Swordmage Paragon Paths</strong></p><p> <strong>Anarch of Shyr (FRPG)</strong> - Anarch of Shyr has a solid focus on the damage aspect of the assault swordmage. You gain an encounter power which marks with your aegis for the encounter, doubling the chance that one of your enemies will ignore the mark. You get an encounter stance that lowers your attack bonus (bad), but adds elemental damage to weapon attacks (good). The daily power is the stinker - an implement attack against AC. It also doesn't benefit from the stance. The path features are solid, but unexceptional.</p><p><strong></strong></p><p><strong>Arcane Hunter (AP)</strong> - Does your DM regularly throw you up against creatures with vulnerabilities and resistances? You should have enough powers to avoid being hurt by resistances, and the vulnerabilities that you can inflict (through the power, or through feat combinations like Wintertouched/Lasting Frost) are minimal. Not a strong path.</p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Coronal Guard</span> (FRPG) - </strong>While this paragon path doesn't require the aegis of shielding, the first path feature does require it (and it's worth it). Improved Silver Shield makes it so you can easily handle fighting a second creature halfway across the battlefield while one or more of your marked targets can't reach you easily. Improved Swordmage Armor makes your Swordmage Warding go to +4 (or +5 if you also have the feat Improved Swordmage Warding). Impenetrable Warding becomes that much better. Finally, the encounter power can cancel a melee attack entirely if you are in the right spot and hit with it. The other features are mostly generic defense boosts, though the daily does good damage for a swordmage daily. Improved Silver Shield and Countering Thunderclap are enough to make this path blue by themselves. The rest is icing on the cake.</p><p><strong></strong></p><p><strong>Ghost Blade (AP)</strong> - A very important thing to note is that two of the aegis powers are teleportation powers. You can gain combat advantage for weapon attacks as a minor action each turn, so long as you're ok with being near a target that you're marking. Remember that the daily, Omnipresent Assault, requires you to be insubstantial or phasing to use it, so keep that in mind when spending an AP (one of the few ways that most swordmages can actually achieve either of those conditions).</p><p></p><p><strong><span style="color: #0000ff">Malec-Keth Janissary</span> (MotP)</strong> - This paragon path got a whole lot better with the errata fixing the encounter attack power. Chant of War is one of the few ways to increase the size of your aegis burst, besides taking Wandering Swordmage. If you weren't boosting Wisdom hard, then close burst 5 might well be larger than what you could do with the Wandering Swordmage anyway. An extra skill or two languages is nothing to sneeze at, and at level 16, you get to add elemental damage to all of your attacks. It adds keywords to your attacks, and it triggers any vulnerabilities that creatures might have. Loyal Unto Death gives you a strong attack with combat advantage and a way to rescue your allies who got in too deep. Ever-Present Escort is an encounter mini-Shield that helps your allies instead of you. Elemental Scourge is the odd one out, but it's a close burst 5 that only targets enemies, does all kinds of damage (which can't be resisted), and also lets nearby allies teleport around. It's my personal favorite of the swordmage paragon paths, even if some other paragon paths are stronger for other builds. </p><p></p><p><strong><span style="color: #0000ff">Phantasm Guard</span> (D384)</strong> - A racially restricted swordmage paragon path, Phantasm Guard nonetheless is quite impressive. Shadowed Aegis should be granting concealment against at least two enemies for most rounds (until epic, where it may be better). Wave of Dread is Color Spray with different keywords, but that power is strong enough to still be worth it at level 11. Nightmare Landscape's action cost is rough, but can be worthwhile for long battles in tight quarters. Illusory Host also works best in tight quarters, but even when that's not available, it's still a close burst 2 that comes in handy for marking most of the battlefield.</p><p></p><p><strong><span style="color: #800080">Sage of Fate's Bonds</span> (AP)</strong> - Bond of Fury changes your aegis of ensnarement into something akin to a paladin's punishment. Bond of Escape changes your aegis of ensnarement into a way to rescue allies after they've been hit. They're not compatible with one another. Foe Binder lacks a duration, which technically means that it ends immediately. If your DM decides that it lasts until the end of the encounter (as opposed to the end of your next turn, which is the more reasonable assumption), then it's a little better, but remember that the target line doesn't say "One or two creatures". You need two adjacent creatures to use it. Protective Bond really is good, allowing you to rescue an ally for the entire encounter. Of course, it's not compatible with either of the Bond path features previously mentioned. Deadly Ensnarement allows you to do something if your aegis target misses, but it's another immediate action. The main reason this paragon path is rated below average is that it gives you lots of options, but limits you to using one per turn. Most other paths give effects which complement one another instead of interfering with one another. The path improves in epic tier when Rapid Aegis Reaction becomes available, but you still only get one of the path features to use in a given turn. </p><p></p><p><strong><span style="color: #0000ff">Sharakim Blademaster</span> (D386)</strong> - This paragon path is only available to half-orcs following the aegis of assault path (which is probably most half-orc swordmages). You're fighting uphill by being a half-orc swordmage, but this paragon path gives you an expanded aegis size, a strong encounter power (that increases to 3[W]+Int+Str when used with an action point), a way to avoid a couple of nasty status conditions and reposition yourself, and a daily attack that lets you respond to a generic mark. The other level 11 feature, Sharakim Gravitas, helps in skill challenges - you might not have the best skill modifiers, but you're doubly potent when you succeed. A good choice for a non-traditional swordmage race. </p><p></p><p><strong><span style="color: #0000ff">Sigil Carver</span> (AP)</strong> - Sigil Carver is a shielding swordmage paragon path. It dramatically affects how your group will position themselves. You give two strong benefits to adjacent allies: +2 to all defenses (power bonus) and an improved mark counterattack. Note that you can make the counterattack even if you were included in the initial attack (no bursts to avoid your wrath), and that if you weren't included in the attack, you get the benefit of your aegis of shielding (because it's an opportunity action, not an immediate action). Aegis Sigil gives a brief multi-mark and decent damage. Sigil of Safety is an encounter improved Shield which helps out your allies (any defense can be blocked, and it might teleport the ally out of range). Sigil of Enmity has a lousy Hit line, but the effect can be very powerful depending on party composition. Two-blade rangers love you for this attack. </p><p></p><p><strong>Sword of Assault (AP)</strong> - This path's big thing is Battlemage Readiness, which allows you to use any of your swordmage melee at-will attacks in place of a melee basic attack when your aegis triggers. You can use Greenflame Blade for more minion popping, Booming Blade for a little soft control on moving away, or even Frigid Blade if you decided to make Constitution your secondary ability after all. You also get the equivalent of Quickened Spellcasting with your level 16 feature. The downside of this path is its powers. Aegis Reserve also lacks a duration (just like Foe Binder from Sage of Fate's Bonds), so it requires your DM to decide if it should be until the end of your next turn or end of the encounter. Fire and Thunder deafens (most useless status condition ever), and Spell Strike does tiny damage for an encounter power. You need to be hitting something with a vulnerability to pull up to average damage. </p><p></p><p><strong><span style="color: #800080">Umbriri</span> (FRPG)</strong> - Umbriri has finally received (good) errata to fix its encounter power. It has changed to an ordinary encounter 11 rather than something useless. Even so... the paragon path doesn't do much. All of its mechanics are shadow-themed, but don't have a consistent mechanical theme to go along with it. For example, Shadow Shroud gives you combat advantage against an enemy when you're concealed, but the only thing the path gives you to gain concealment is the action point feature. I think this path does work well for a hybrid swordmage|warlock who multiclasses into assassin to gain Shadow Walk, but that's rather build-specific. </p><p></p><p><strong><span style="color: #0000ff">Wandering Swordmage</span> (FRPG)</strong> - Wandering Swordmage is good enough to drive swordmages to use Wisdom as their secondary ability. Aegis Insight is that huge of a feature. Between that and Double/Total Aegis, you can be marking the majority of the battlefield. It has not received errata, so Aegis Insight only works for assault and shielding swordmages as written. I think that most DMs who are not slavishly holding to RAW will also allow it to function for ensnaring swordmages. Four Corners Attack gives you decent damage and flexibility at the cost of requiring two attack rolls (the second of which is a weapon attack against a NAD, at least). Arcane Tanglestep gives you the ability to reposition your enemy and yourself instead of using your normal aegis. Finally, Heritage of Blades helps out nearby allies, and lets you do minor action auto-damage for the rest of the encounter. It isn't an implement power, so your enhancement bonus won't apply. </p><p></p><p><strong><span style="color: #800080">Ward Guardian</span> (AP)</strong> - Ward Guardian wants to be good, but its features and powers just aren't that strong. You get a bonus to defenses while bloodied and help your allies with avoiding OAs. Your powers are ok (except for the utility - a daily standard action utility should do more than give adjacent allies your Warding bonus, and the sustain minor is a slap in the face), but unexceptional. There are better choices than this. </p><p><strong>Other Paragon Paths</strong></p><p> </p><p><strong>Miscellaneous</strong></p><p> </p><p><strong><span style="color: #0000ff">Academy Master</span> (D374)</strong> - This paragon path works well for the character who has maxed out White Lotus feats or has otherwise given their at- wills a great boost. Don't forget that you can use the daily power on the path's encounter power for +4 [W]/dice of damage. The +2 Arcana bonus is also nice for those working on the Sage of Ages. </p><p></p><p><strong>Deneith Protector (Ebr)</strong> - The entry feat doesn't do too much for you. On the other hand, Bodyguard's Resolve works well for a swordmage, since you've got a persistent, ranged mark. Globe of Warding is nifty, but it doesn't move with you. Keep that in mind. Thematically, it fits a more aggressive shielding swordmage - there are a number of effects which redirect attacks to you, sometimes granting you another attack in return. </p><p></p><p><strong><span style="color: #0000ff">Master of Flame</span> (D388)</strong> - Very clearly made for those who focus on fire, the primary benefits are level 16 feature Swath of Destruction (the equivalent of Resounding Thunder for fire powers) and daily utility Burning Transformation, which gives you encounter-long insubstantial, shift as a minor, and more damage with fire powers (which are the only kind you can use in that form). The other powers and features aren't bad, but aren't nearly as notable. Still worth it if you can follow the theme. </p><p></p><p><strong><span style="color: #0000ff">Master Preserver</span> (DSCS)</strong> - While this paragon path is tied to Athas in its fluff, it doesn't tie strongly into the mechanics, so it should be possible to convince many DMs to allow it. All the powers help out the swordmage as off-leader, granting healing and damage prevention, and the level 16 feature gives surgeless healing and a bonus to attack rolls when you spend a healing surge (which, as a defender, should happen fairly often). </p><p></p><p><strong>Orien Swiftblade (Ebr)</strong> - Unlike the Mark of Sentinel, the Mark of Passage is rather useful to you. All the teleportation powers you've got get a little better. The powers are all about mobility, and you get to be Nightcrawler on the battlefield. Nice for shielders who feel they can't move themselves or enemies about as easily. </p><p></p><p><strong><span style="color: #800080">Shyran Spiritblade</span> (D379)</strong> - This is sort of a swordmage paragon path. The problem is that it's also a shaman paragon path. Half the features work with a spirit companion, and the other with a swordmage's at-wills. You're better off than a shaman who tries to multiclass swordmage, but even so, it's not the best. </p><p></p><p><strong>Vistani Execrator (D380)</strong> - This paragon path requires you to be a Vistani (that is, take the appropriate heritage feat), but the attacks are all implement-based, and the daily is an enemies-only close burst. If you stand in front of your friends and use your evil eye, you can potentially hold away an enemy who wants to come close to them (and you get an extra use of it each encounter). </p><p><strong>Racial Paragon Paths</strong></p><p> </p><p><strong><span style="color: #0000ff">Adroit Explorer</span> (PHB2)</strong> - Swordmages get a couple of nice encounter powers at low level, and Dimensional Vortex makes a strong choice for your level 11 encounter power (since it does its own scaling). Bloody Determination is what half-orcs wish they had available as a feat. Finally, Champion of Humanity means you're getting to spend an action point in the first three combats as a minimum (hey, maybe you'll get a skill challenge in there). Bloodied Greatness isn't as good for you as for some other classes, but Destined for Greatness makes up for it. </p><p></p><p><strong><span style="color: #0000ff">Bralani Wintersoul</span> (D384)</strong> - An eladrin-only paragon path, this is themed around cold and stickiness. The best part is the level 16 class feature which slows any enemies who start adjacent to you. The attack powers both immobilize and have the correct attack bonus for non-weapon/implement attacks. The damage will be a little low, but the control is good.</p><p></p><p><strong><span style="color: #0000ff">Fey Beguiler</span> (PHB2)</strong> - Both rogues and wizards get some good utility powers. Ever wish you could use Shield? Now's your chance. The encounter dazes, and the daily gives you combat advantage. Both give you some range that you won't get from most of your other powers.</p><p></p><p><strong><span style="color: #0000ff">Scion of Absence</span> (D380)</strong> - This path recharges your racial ability with an action point. That's probably the only thing in it that you can't make use of as a swordmage. Make an enemy disappear. Prevent all damage from an attack, every encounter. You heard right. The daily is a stance which does auto-damage, and makes for a cheap thing to throw up when you don't need a defensive stance in place. </p><p><strong>Artificer</strong></p><p> <strong><span style="color: #0000ff">Battle Engineer</span> (Ebr)</strong> - A very strong paragon path for a swordmage who multiclasses into artificer, even though you don't get much of a benefit from most of the path features. If you're a half-elf who has taken Magic Weapon as your Dilettante power, this path edges towards sky blue. </p><p><strong>Wizard</strong></p><p> <strong>Arcane Wayfarer (AP)</strong> - The theme of this paragon path isn't too hard to figure out. If teleportation isn't involved, the Arcane Wayfarer wants no part of it. Wayfarer's Step is a very nice level 16 feature. You've got better than shift 2 as a move action, and there are plenty of things which can improve it.</p><p></p><p><strong><span style="color: #0000ff">Blood Mage</span> (PHB)</strong> - A swordmage who goes into this paragon path does so to increase its damage. They're more likely to make use of Burning Blood (since they take more damage than wizards typically do), and the powers are all still good (even if Blood Pulse was nerfed a little more than it needed, it's still a huge burst that prevents enemies from coming toward you).</p><p></p><p><strong><span style="color: #0000ff">Planeshifter</span> (MotP)</strong> - Another teleportation-based paragon path, but this one's a bit slower, and befitting its name, more involved with planar shenanigans. Sequester is as good as a stun when it hits, and you can always bring it back after it misses its turn to start wailing on it again if you've dealt with everything else. Quick Portal isn't so hot for more fight- based games, but for those times when you're completely outnumbered, having Linked Portal as a standard action (and no ritual component cost beyond some surges) is great. The level 16 feature also works well against enemies trying to mess with you the way that you mess with them, and it doesn't require you to take one of the swordmage stances which do the same thing in a less permanent fashion.</p><p><strong></strong></p><p><strong>Simbarch of Aglarond (FRPG)</strong> - This paragon path toughens a wizard up. For a swordmage, it makes you even harder to drop each fight. Silver Fire is nasty against any big boss. 5 to 15 extra damage every hit adds up fast, and with the bonus on the attack, Silver Fire usually hits. The utility is a good backup for a leader, or to save someone from across the battlefield. You've got enough surges to spare to play paladin for a little bit. The daily is a huge bomb, and if you've been hit with any nasty save ends effects, you'll probably be able to save against them. Note that dazed and blinded aren't hurting you when you want to drop a large area burst that only hits enemies.</p><p><strong></strong></p><p><strong><span style="color: #0000ff">Spellstorm Mage</span> (PHB)</strong> - Spellstorm Mage gets solid damage from its features and encounter power. The utility spell isn't great, but used at the start of a combat, it can act as a pseudo- slow, and it can be used to protect allies from having enemies shift adjacent to them in the middle of a fight. The daily has a good range. Re-arranging the entire enemy complement in one combat each day sounds fun, and vertical teleportation means that an enemy who fails a saving throw takes 2d10 damage on top of the 3d8 you did as a base. Just be sure to hit, and hope they don't save.</p><p><strong></strong></p><p><strong>Wizard of the Spiral Tower (PHB)</strong> - This was the original swordmage paragon path, before there was anything such as a swordmage. Both of the attacks are nice. Corellon's Blade is particularly nasty. Weapon attack vs. Will, and it gets a +4 bonus? If you're not hitting, you probably rolled a 1. The other features are less interesting, though any minions who attack your Will will kill themselves, even if you have a negative Charisma modifier.</p><p><strong></strong></p><p><strong><span style="color: #0000ff">Unseen Mage</span> (AP)</strong> - Swordmage + Invisible = enemies don't get good choices. All the powers give the swordmage a way to become invisible, and Enhanced Invisibility means that they last 50% longer than usual. Both the utility and the daily also help your allies, which means that you can fulfill your defender role without exposing your allies to many more attacks. If you take this paragon path, go for Oni's Gift at level 22.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707977, member: 6793297"] [CENTER][Size=5][b][u][b]Powers - Paragon Tier[/b][/u][/b][/size][/CENTER] [b]Level 13, Encounter[/b] [b]Acid Burst Blade (FRPG)[/b] - This power is an upgraded Greenflame Blade. That said, the damage dealt to enemies adjacent to the target is rolled, meaning that your damage bonuses (including enhancement bonus) apply to it. It's obviously better for assault swordmages, who can use it to make their aegis attack more effective, but not enough to raise it to blue. [b]Binding Light (AP)[/b] - Another power that can be used in place of an assault aegis attack. Binding Light does radiant damage, which can come in handy. That said, the immobilization is more of an ensnaring swordmage thing. Maneuvering into place to use it effectively is also a little harder, unless you teleport into the middle of the enemies. [b][COLOR=#0000ff]Dimensional Slash[/COLOR] (FRPG)[/b] - This power's fairly close to Be Gone, a daily from only 4 levels before. Unfortunately, the restriction on the teleportation makes it a little harder to use to maximum effectiveness. Still a strong power. [b][COLOR=#ff0000]Enervating Challenge[/COLOR] (D385)[/b] - This power can be compared to Evoker's Summoning, a level 7 encounter power from the same Dragon article. This power does less damage, targets Fort instead of Will, and in exchange for an extra 2 squares of range, provokes OAs. Yeah, it also weakens for a turn, but that's not enough to save it from red. [b]Ensnaring Bolts (AP)[/b] - It's an enemy-only blast that's large, and it groups the enemies up for a second attack. It improves to [b][COLOR=#0000ff]blue[/COLOR][/b] for an ensnaring swordmage who slows the enemies in addition to pulling them. [b][COLOR=#0000ff]Fist of Force[/COLOR] (AP)[/b] - It's rare to see an encounter power with an effect, and it's especially rare for swordmages. The range on this power isn't great, and it's an implement attack against Fortitude, which can be a gamble. That said, the guaranteed control and good damage if you hit make it a solid choice. [b][COLOR=#0000ff]Hypnotic Swordplay[/COLOR] (AP)[/b] - Ignore the ensnaring swordmage kicker on this power. An extra 5 damage is nothing. You're not using this power for its damage. Stun is such a potent status condition that this power was going to be black at minimum. Targeting Will is enough that it makes blue even with the lousy range. [b][COLOR=#ff0000]Master Dimensional Cleave[/COLOR] (D405)[/b] - Same as Dimensional Cleave - and these powers don’t scale enough for going up a tier. [b]Seed of Fire (FRPG)[/b] - It's decent damage, but it's largely a melee basic attack, push, and Scorching Burst (albeit more damaging). Fun visual, but I'm not convinced on the control element of it to move it any higher. [b][COLOR=#0000ff]Silverlight Strike[/COLOR] (AP)[/b] - Despite the low damage, Silverlight Strike is a great defender power. It's nearly as good as blinding the target for your allies, and it encourages the monster to keep coming at you. [b]Level 15, Daily[/b] [b][COLOR=#ff0000]Acid for Blood[/COLOR] (FRPG)[/b] - Mediocre single target damage, and you're not even given 5 ongoing damage if you miss. [b][COLOR=#800080]Assault of Fiery Cuts[/COLOR] (AP)[/b] - It's a weapon attack against a NAD, and the secondary attack can hit a fairly large number of targets. On the downside, it's one of the more commonly resisted damage types, and the secondary attack's damage is so low that it's mainly useful in popping minions. [b][COLOR=#0000ff]Burning Mantle[/COLOR] (AP)[/b] - Reliable makes this power a whole lot better. When used in conjunction with powers like Booming Blade and feats like White Lotus Riposte, your opponent's stuck with a choice of how he'd like to take his damage (and will probably take it in more ways than one). [b]Death's Blade (AP)[/b] - This power is clearly designed to be used against elites and solos. It's unfortunate that the best part of the power requires you to hit, but at least you still get the ongoing damage if you miss. The power drops to [b][COLOR=#800080]purple[/COLOR][/b] if your DM likes to use undead. [b][COLOR=#0000ff]Eldritch Chains[/COLOR] (AP)[/b] - We haven't had a nice close blast in a while. This power is great for ensnaring swordmages focusing on immobilization, and even if you miss, you're still doing half damage and slowing for a turn. Force damage is also a nice touch. [b]Free the Storm Within (FRPG) [/b] - With this daily, you become stickier, but you're not guaranteeing more damage. Promise of Storm doesn't work with this power, as it isn't an attack, and lacking the Implement and Weapon keywords means you're not adding any bonuses to the damage rolls. You're doing 9 damage on average to a target that moves away, but what if they don't move away? It's only good to give enemies choices if both of them are bad. [b][COLOR=#0000ff]Hunter's Pursuit[/COLOR] (AP)[/b] - High damage here, and it's a weapon attack against a NAD. This is a better single target immobilization than Eldritch Chains, and the ensnaring swordmages get to knock prone instead if they want and give CA to their nearby allies. [b][COLOR=#800080]Inferno's Sword[/COLOR] (FRPG)[/b] - This power is better than Acid for Blood, but that's not saying much. It doesn't discriminate allies from enemies, and it still doesn't do any ongoing damage with a miss. [b][COLOR=#0000ff]Reaper's Challenge[/COLOR] (D372)[/b] - This power works better than Death's Blade at shutting down elites and solos. If you can keep the enemy from targeting you in a burst or blast, it will make the effort to come after you rather than have all of its damage cut in half. The weakening lasts for two turns because it applies to the triggering attack, and the enemy will be scared to take OAs against your allies. Great defender power. [b][COLOR=#0000ff]Rubicant's Assault[/COLOR] (D385)[/b] - Good repositioning before the pseudo-close burst attack, and then more repositioning before tacking on an extra attack with the potential to daze certainly doesn't hurt. [b]Level 16, Utility[/b] [b][COLOR=#0000ff]Aegis of Lost Souls[/COLOR] (AP)[/b] - This is a good multi-marker power, and it allows you to use your aegis at a much greater range than you normally could. It obviously works best if someone drops a minion early, allowing you to mark the other enemies around it. Just remember that marking any other targets with your aegis will remove these marks as normal. Even better for hybrid swordmages who have additional restrictions on their aegis. [b][COLOR=#0000ff]Bolstering Warding[/COLOR] (FRPG)[/b] - This is a strong stance. Status effects are more and more onerous at this level, and removing them without a saving throw allows you to ignore any save penalties. Just be careful that you don't have too many stances (unless you're using a Master's Blade, in which case go wild). [b][COLOR=#0000ff]Borrowed Confidence[/COLOR] (AP)[/b] - It's an encounter power, and basically gives you a hyperactive version of an avenger's oath of enmity for a single turn. There's better ways to get saves available for the swordmage, so that part's less important, but it's nice to have the option. [b][COLOR=#ff0000]Elemental Barrier[/COLOR] (D385)[/b] - When this utility was at-will, it was a bit too strong. As a daily, and without the ability to have the effect move with you, it's too weak. Have a wizard friend use Mass Resistance (level 10, for the record) instead - more damage prevented, and more choices of damage types to prevent. [b][COLOR=#800080]Elemental Protection[/COLOR] (FRPG)[/b] - A slightly improved version of Fear No Elements, back from level 2. For 14 levels higher, we should get something more effective than 5 more damage reduced. [b]Ironskin (FRPG)[/b] - Resist 5 is a small amount of damage resistance at this level, but it is effective against all attacks. There's better damage prevention available since this power was created (Moment of Glory, Protective Roots: I'm looking at you), but this helps you take the hits and keep on ticking. That's what you need to do. [b][COLOR=#ff0000]Shared Fortune[/COLOR] (AP)[/b] - This power is too situational to be of good use. Take Bolstering Warding if you want to end (save ends) effects. [b][COLOR=#ff0000]Shield of Besieged Tower[/COLOR] (AP)[/b] - So I can get +1 AC, increasing to +3 if I've got two enemies near me... or I could take Host of Shields and get +2 AC and +2 Reflex all the time. The extra +1 AC this power can have over HoS doesn't make up for the difference in Reflex, and it's 14 levels higher. Boo. [b]Sudden Escape (FRPG)[/b] - Avoid being hit by a nasty melee attack. That definitely has its uses, but it uses your immediate action, doesn't help against most ranged attacks and some melee attacks (if the attacker has enough reach), and only works once per day. [b]Unerring Parry (AP)[/b] - This does something similar to Sudden Escape. It halves the damage of the triggering attack, but works every encounter. I'd say Sudden Escape is a little better because it can avoid melee attacks carrying nasty status effects, but not enough to lower this to purple or raise Sudden Escape to blue. [b]Level 17, Encounter[/b] [b]Dazzling Display (AP)[/b] - Weapon attack vs. NAD, but at this point, the low damage is hurting it. You're nearing epic tier, where 2[W] becomes the new norm. CA without flanking is nice for all your allies, especially the ranged attackers. That, and the effect giving you concealment for a short time is enough to keep the power at an average rating. [b]Elemental Detention (D385)[/b] - Thank goodness its damage was bumped up to 2W. It's still a little on the low side of average, but restrained is a decent status condition. The -2 to attack rolls is always handy. [b]Firelasher's Lunge (AP)[/b] - Greenflame Blade which can be made as an assault swordmage attack and while charging, doing 1[W] extra damage. I personally prefer Acid Burst Blade for assault swordmages, but if you're not one, the ability to use it while charging keeps it at black. [b]Ice Cage (FRPG)[/b] - Weapon attack vs. NAD, but again, low damage. To be fair, the kicker damage is likely to trigger, and it keeps the damage down against you and your allies, so it's not all bad. [b][COLOR=#0000ff]Necromantic Disruption[/COLOR] (D372)[/b] - A 3[W] encounter attack? I'm shocked. Wait, that comes later. This power is nice against those pesky ghosts, and if you time it right or get lucky, you can use it again. That's solid. [b][COLOR=#0000ff]Snake Strike[/COLOR] (AP)[/b] - It's been a while since you had a power with this good of a range, and that was a daily. It encourages your foe to get near you or take more damage (including doubling of damage bonuses). It'd be better if it wasn't against Fortitude or if it didn't do poison damage, but it's good enough as is. [b]Spidersilk Slash (FRPG)[/b] - Really? Binding Light does a better job locking multiple enemies down, even if it does less damage on average. See also: Weapon attack vs. NAD, but low damage. [b][COLOR=#0000ff]Surprising Transposition[/COLOR] (AP)[/b] - This is the first upgraded version of Dimensional Vortex that we've seen. This turns a hit against an ally into an auto-hit against an enemy. That said, you're moving your ally into an enemy's former position, which can be dangerous, and the attack targets Fortitude rather than Will. That means you'll want to use it against the skirmishers and lurkers hanging on the edge of combat. Pull them into the thick of things and pound on them before they can run away. [b][COLOR=#ff0000]Swordshock[/COLOR] (FRPG)[/b] - This power is worse than Necromantic Disruption in almost every way. If you're a stormsoul genasi, then this power is slightly better, but that's such an edge case that red is justified. [b][COLOR=#00ccff]Thundering Vortex[/COLOR] (AP)[/b] - Close burst [b]3[/b], targeting enemies only, and it starts out with the thunder keyword, so it's ripe for Resounding Thunder. It gives you an extended ability to mark, and the damage is good too. It's even better for shielding swordmages, who get a full aegis mark for a turn. [b]Level 19, Daily[/b] [b][COLOR=#0000ff]Bane Blade[/COLOR] (FRPG)[/b] - This seems like it should be a ranger power from the old school, or maybe something an artificer puts on a weapon. For whatever reason, it's yours. The damage is good for a swordmage power, and creature types in 4e are very broad, so you should get the damage bonus for most of the enemies in a given encounter. [b][COLOR=#0000ff]Death's Resurgence[/COLOR] (D372)[/b] - Good damage, and it's enemies only. It also keeps you from dropping in those hard fights when the leader's out of heals and you're all running low. Because of the trigger, the fact that it prevents you from using your aegis doesn't matter. Just make sure your aegis doesn't prevent you from using this power. [b][COLOR=#800080]Forceful Rebuke[/COLOR] (AP)[/b] - Mediocre damage, and pushing enemies doesn't offer as much control as sliding them. [b][COLOR=#800080]Hell's Own Blade[/COLOR] (FRPG)[/b] - It's really an area burst 2 attack that does a little more damage if centered on one enemy. That said, at level 19, the swordmage equivalent of Fireball is a bit underwhelming. [b][COLOR=#ff0000]Lightning Rod[/COLOR] (FRPG)[/b] - So no ongoing damage with a miss, and in exchange, it comes with a little Greenflame Blade action? Pass. [b]Marksman's Vision (AP)[/b] - I feel like I saw this power before, back when it was Mark of the Hound. It's got a better effect (you can actually see the target, and it works before you make the attack), so it makes it to average. No half damage on miss means it's on the bottom of the average stick. [b][COLOR=#0000ff]Planar Shock[/COLOR] (AP)[/b] - Weapon damage and stunned (save ends). You're also getting to move the target around no matter what. If you're fortunate enough to have some terrain which can hurt enemies around, this power can make good use of it. [b][COLOR=#0000ff]Ward of Scales[/COLOR] (AP)[/b] - Obviously, this power is blue only for those swordmages favoring Constitution. Sorry Strength and Wisdom - you're right out. The sustain minor can be rough sometimes, as it can interfere with marking or moving, but it protects your ally directly and comes with some nice damage on top. [b][COLOR=#0000ff]Whirling Threat[/COLOR] (AP)[/b] - Whirling Threat has movement baked in and allows for a second multi-mark. It isn't quite as useful as it would have been at level 15, since Total Aegis is just around the corner, but it is good for getting half of a battlefield to want to attack you. [CENTER][Size=5][b][u][b]Paragon Paths[/b][/u][/b][/size][/CENTER] [b]Swordmage Paragon Paths[/b] [b]Anarch of Shyr (FRPG)[/b] - Anarch of Shyr has a solid focus on the damage aspect of the assault swordmage. You gain an encounter power which marks with your aegis for the encounter, doubling the chance that one of your enemies will ignore the mark. You get an encounter stance that lowers your attack bonus (bad), but adds elemental damage to weapon attacks (good). The daily power is the stinker - an implement attack against AC. It also doesn't benefit from the stance. The path features are solid, but unexceptional. [b] Arcane Hunter (AP)[/b] - Does your DM regularly throw you up against creatures with vulnerabilities and resistances? You should have enough powers to avoid being hurt by resistances, and the vulnerabilities that you can inflict (through the power, or through feat combinations like Wintertouched/Lasting Frost) are minimal. Not a strong path. [b][COLOR=#0000ff] Coronal Guard[/COLOR] (FRPG) - [/b]While this paragon path doesn't require the aegis of shielding, the first path feature does require it (and it's worth it). Improved Silver Shield makes it so you can easily handle fighting a second creature halfway across the battlefield while one or more of your marked targets can't reach you easily. Improved Swordmage Armor makes your Swordmage Warding go to +4 (or +5 if you also have the feat Improved Swordmage Warding). Impenetrable Warding becomes that much better. Finally, the encounter power can cancel a melee attack entirely if you are in the right spot and hit with it. The other features are mostly generic defense boosts, though the daily does good damage for a swordmage daily. Improved Silver Shield and Countering Thunderclap are enough to make this path blue by themselves. The rest is icing on the cake. [b] Ghost Blade (AP)[/b] - A very important thing to note is that two of the aegis powers are teleportation powers. You can gain combat advantage for weapon attacks as a minor action each turn, so long as you're ok with being near a target that you're marking. Remember that the daily, Omnipresent Assault, requires you to be insubstantial or phasing to use it, so keep that in mind when spending an AP (one of the few ways that most swordmages can actually achieve either of those conditions). [b][COLOR=#0000ff]Malec-Keth Janissary[/COLOR] (MotP)[/b] - This paragon path got a whole lot better with the errata fixing the encounter attack power. Chant of War is one of the few ways to increase the size of your aegis burst, besides taking Wandering Swordmage. If you weren't boosting Wisdom hard, then close burst 5 might well be larger than what you could do with the Wandering Swordmage anyway. An extra skill or two languages is nothing to sneeze at, and at level 16, you get to add elemental damage to all of your attacks. It adds keywords to your attacks, and it triggers any vulnerabilities that creatures might have. Loyal Unto Death gives you a strong attack with combat advantage and a way to rescue your allies who got in too deep. Ever-Present Escort is an encounter mini-Shield that helps your allies instead of you. Elemental Scourge is the odd one out, but it's a close burst 5 that only targets enemies, does all kinds of damage (which can't be resisted), and also lets nearby allies teleport around. It's my personal favorite of the swordmage paragon paths, even if some other paragon paths are stronger for other builds. [b][COLOR=#0000ff]Phantasm Guard[/COLOR] (D384)[/b] - A racially restricted swordmage paragon path, Phantasm Guard nonetheless is quite impressive. Shadowed Aegis should be granting concealment against at least two enemies for most rounds (until epic, where it may be better). Wave of Dread is Color Spray with different keywords, but that power is strong enough to still be worth it at level 11. Nightmare Landscape's action cost is rough, but can be worthwhile for long battles in tight quarters. Illusory Host also works best in tight quarters, but even when that's not available, it's still a close burst 2 that comes in handy for marking most of the battlefield. [b][COLOR=#800080]Sage of Fate's Bonds[/COLOR] (AP)[/b] - Bond of Fury changes your aegis of ensnarement into something akin to a paladin's punishment. Bond of Escape changes your aegis of ensnarement into a way to rescue allies after they've been hit. They're not compatible with one another. Foe Binder lacks a duration, which technically means that it ends immediately. If your DM decides that it lasts until the end of the encounter (as opposed to the end of your next turn, which is the more reasonable assumption), then it's a little better, but remember that the target line doesn't say "One or two creatures". You need two adjacent creatures to use it. Protective Bond really is good, allowing you to rescue an ally for the entire encounter. Of course, it's not compatible with either of the Bond path features previously mentioned. Deadly Ensnarement allows you to do something if your aegis target misses, but it's another immediate action. The main reason this paragon path is rated below average is that it gives you lots of options, but limits you to using one per turn. Most other paths give effects which complement one another instead of interfering with one another. The path improves in epic tier when Rapid Aegis Reaction becomes available, but you still only get one of the path features to use in a given turn. [b][COLOR=#0000ff]Sharakim Blademaster[/COLOR] (D386)[/b] - This paragon path is only available to half-orcs following the aegis of assault path (which is probably most half-orc swordmages). You're fighting uphill by being a half-orc swordmage, but this paragon path gives you an expanded aegis size, a strong encounter power (that increases to 3[W]+Int+Str when used with an action point), a way to avoid a couple of nasty status conditions and reposition yourself, and a daily attack that lets you respond to a generic mark. The other level 11 feature, Sharakim Gravitas, helps in skill challenges - you might not have the best skill modifiers, but you're doubly potent when you succeed. A good choice for a non-traditional swordmage race. [b][COLOR=#0000ff]Sigil Carver[/COLOR] (AP)[/b] - Sigil Carver is a shielding swordmage paragon path. It dramatically affects how your group will position themselves. You give two strong benefits to adjacent allies: +2 to all defenses (power bonus) and an improved mark counterattack. Note that you can make the counterattack even if you were included in the initial attack (no bursts to avoid your wrath), and that if you weren't included in the attack, you get the benefit of your aegis of shielding (because it's an opportunity action, not an immediate action). Aegis Sigil gives a brief multi-mark and decent damage. Sigil of Safety is an encounter improved Shield which helps out your allies (any defense can be blocked, and it might teleport the ally out of range). Sigil of Enmity has a lousy Hit line, but the effect can be very powerful depending on party composition. Two-blade rangers love you for this attack. [b]Sword of Assault (AP)[/b] - This path's big thing is Battlemage Readiness, which allows you to use any of your swordmage melee at-will attacks in place of a melee basic attack when your aegis triggers. You can use Greenflame Blade for more minion popping, Booming Blade for a little soft control on moving away, or even Frigid Blade if you decided to make Constitution your secondary ability after all. You also get the equivalent of Quickened Spellcasting with your level 16 feature. The downside of this path is its powers. Aegis Reserve also lacks a duration (just like Foe Binder from Sage of Fate's Bonds), so it requires your DM to decide if it should be until the end of your next turn or end of the encounter. Fire and Thunder deafens (most useless status condition ever), and Spell Strike does tiny damage for an encounter power. You need to be hitting something with a vulnerability to pull up to average damage. [b][COLOR=#800080]Umbriri[/COLOR] (FRPG)[/b] - Umbriri has finally received (good) errata to fix its encounter power. It has changed to an ordinary encounter 11 rather than something useless. Even so... the paragon path doesn't do much. All of its mechanics are shadow-themed, but don't have a consistent mechanical theme to go along with it. For example, Shadow Shroud gives you combat advantage against an enemy when you're concealed, but the only thing the path gives you to gain concealment is the action point feature. I think this path does work well for a hybrid swordmage|warlock who multiclasses into assassin to gain Shadow Walk, but that's rather build-specific. [b][COLOR=#0000ff]Wandering Swordmage[/COLOR] (FRPG)[/b] - Wandering Swordmage is good enough to drive swordmages to use Wisdom as their secondary ability. Aegis Insight is that huge of a feature. Between that and Double/Total Aegis, you can be marking the majority of the battlefield. It has not received errata, so Aegis Insight only works for assault and shielding swordmages as written. I think that most DMs who are not slavishly holding to RAW will also allow it to function for ensnaring swordmages. Four Corners Attack gives you decent damage and flexibility at the cost of requiring two attack rolls (the second of which is a weapon attack against a NAD, at least). Arcane Tanglestep gives you the ability to reposition your enemy and yourself instead of using your normal aegis. Finally, Heritage of Blades helps out nearby allies, and lets you do minor action auto-damage for the rest of the encounter. It isn't an implement power, so your enhancement bonus won't apply. [b][COLOR=#800080]Ward Guardian[/COLOR] (AP)[/b] - Ward Guardian wants to be good, but its features and powers just aren't that strong. You get a bonus to defenses while bloodied and help your allies with avoiding OAs. Your powers are ok (except for the utility - a daily standard action utility should do more than give adjacent allies your Warding bonus, and the sustain minor is a slap in the face), but unexceptional. There are better choices than this. [b]Other Paragon Paths[/b] [b]Miscellaneous[/b] [b][COLOR=#0000ff]Academy Master[/COLOR] (D374)[/b] - This paragon path works well for the character who has maxed out White Lotus feats or has otherwise given their at- wills a great boost. Don't forget that you can use the daily power on the path's encounter power for +4 [W]/dice of damage. The +2 Arcana bonus is also nice for those working on the Sage of Ages. [b]Deneith Protector (Ebr)[/b] - The entry feat doesn't do too much for you. On the other hand, Bodyguard's Resolve works well for a swordmage, since you've got a persistent, ranged mark. Globe of Warding is nifty, but it doesn't move with you. Keep that in mind. Thematically, it fits a more aggressive shielding swordmage - there are a number of effects which redirect attacks to you, sometimes granting you another attack in return. [b][COLOR=#0000ff]Master of Flame[/COLOR] (D388)[/b] - Very clearly made for those who focus on fire, the primary benefits are level 16 feature Swath of Destruction (the equivalent of Resounding Thunder for fire powers) and daily utility Burning Transformation, which gives you encounter-long insubstantial, shift as a minor, and more damage with fire powers (which are the only kind you can use in that form). The other powers and features aren't bad, but aren't nearly as notable. Still worth it if you can follow the theme. [b][COLOR=#0000ff]Master Preserver[/COLOR] (DSCS)[/b] - While this paragon path is tied to Athas in its fluff, it doesn't tie strongly into the mechanics, so it should be possible to convince many DMs to allow it. All the powers help out the swordmage as off-leader, granting healing and damage prevention, and the level 16 feature gives surgeless healing and a bonus to attack rolls when you spend a healing surge (which, as a defender, should happen fairly often). [b]Orien Swiftblade (Ebr)[/b] - Unlike the Mark of Sentinel, the Mark of Passage is rather useful to you. All the teleportation powers you've got get a little better. The powers are all about mobility, and you get to be Nightcrawler on the battlefield. Nice for shielders who feel they can't move themselves or enemies about as easily. [b][COLOR=#800080]Shyran Spiritblade[/COLOR] (D379)[/b] - This is sort of a swordmage paragon path. The problem is that it's also a shaman paragon path. Half the features work with a spirit companion, and the other with a swordmage's at-wills. You're better off than a shaman who tries to multiclass swordmage, but even so, it's not the best. [b]Vistani Execrator (D380)[/b] - This paragon path requires you to be a Vistani (that is, take the appropriate heritage feat), but the attacks are all implement-based, and the daily is an enemies-only close burst. If you stand in front of your friends and use your evil eye, you can potentially hold away an enemy who wants to come close to them (and you get an extra use of it each encounter). [b]Racial Paragon Paths[/b] [b][COLOR=#0000ff]Adroit Explorer[/COLOR] (PHB2)[/b] - Swordmages get a couple of nice encounter powers at low level, and Dimensional Vortex makes a strong choice for your level 11 encounter power (since it does its own scaling). Bloody Determination is what half-orcs wish they had available as a feat. Finally, Champion of Humanity means you're getting to spend an action point in the first three combats as a minimum (hey, maybe you'll get a skill challenge in there). Bloodied Greatness isn't as good for you as for some other classes, but Destined for Greatness makes up for it. [b][COLOR=#0000ff]Bralani Wintersoul[/COLOR] (D384)[/b] - An eladrin-only paragon path, this is themed around cold and stickiness. The best part is the level 16 class feature which slows any enemies who start adjacent to you. The attack powers both immobilize and have the correct attack bonus for non-weapon/implement attacks. The damage will be a little low, but the control is good. [b][COLOR=#0000ff]Fey Beguiler[/COLOR] (PHB2)[/b] - Both rogues and wizards get some good utility powers. Ever wish you could use Shield? Now's your chance. The encounter dazes, and the daily gives you combat advantage. Both give you some range that you won't get from most of your other powers. [b][COLOR=#0000ff]Scion of Absence[/COLOR] (D380)[/b] - This path recharges your racial ability with an action point. That's probably the only thing in it that you can't make use of as a swordmage. Make an enemy disappear. Prevent all damage from an attack, every encounter. You heard right. The daily is a stance which does auto-damage, and makes for a cheap thing to throw up when you don't need a defensive stance in place. [b]Artificer[/b] [b][COLOR=#0000ff]Battle Engineer[/COLOR] (Ebr)[/b] - A very strong paragon path for a swordmage who multiclasses into artificer, even though you don't get much of a benefit from most of the path features. If you're a half-elf who has taken Magic Weapon as your Dilettante power, this path edges towards sky blue. [b]Wizard[/b] [b]Arcane Wayfarer (AP)[/b] - The theme of this paragon path isn't too hard to figure out. If teleportation isn't involved, the Arcane Wayfarer wants no part of it. Wayfarer's Step is a very nice level 16 feature. You've got better than shift 2 as a move action, and there are plenty of things which can improve it. [b][COLOR=#0000ff]Blood Mage[/COLOR] (PHB)[/b] - A swordmage who goes into this paragon path does so to increase its damage. They're more likely to make use of Burning Blood (since they take more damage than wizards typically do), and the powers are all still good (even if Blood Pulse was nerfed a little more than it needed, it's still a huge burst that prevents enemies from coming toward you). [b][COLOR=#0000ff]Planeshifter[/COLOR] (MotP)[/b] - Another teleportation-based paragon path, but this one's a bit slower, and befitting its name, more involved with planar shenanigans. Sequester is as good as a stun when it hits, and you can always bring it back after it misses its turn to start wailing on it again if you've dealt with everything else. Quick Portal isn't so hot for more fight- based games, but for those times when you're completely outnumbered, having Linked Portal as a standard action (and no ritual component cost beyond some surges) is great. The level 16 feature also works well against enemies trying to mess with you the way that you mess with them, and it doesn't require you to take one of the swordmage stances which do the same thing in a less permanent fashion. [b] Simbarch of Aglarond (FRPG)[/b] - This paragon path toughens a wizard up. For a swordmage, it makes you even harder to drop each fight. Silver Fire is nasty against any big boss. 5 to 15 extra damage every hit adds up fast, and with the bonus on the attack, Silver Fire usually hits. The utility is a good backup for a leader, or to save someone from across the battlefield. You've got enough surges to spare to play paladin for a little bit. The daily is a huge bomb, and if you've been hit with any nasty save ends effects, you'll probably be able to save against them. Note that dazed and blinded aren't hurting you when you want to drop a large area burst that only hits enemies. [b] [COLOR=#0000ff]Spellstorm Mage[/COLOR] (PHB)[/b] - Spellstorm Mage gets solid damage from its features and encounter power. The utility spell isn't great, but used at the start of a combat, it can act as a pseudo- slow, and it can be used to protect allies from having enemies shift adjacent to them in the middle of a fight. The daily has a good range. Re-arranging the entire enemy complement in one combat each day sounds fun, and vertical teleportation means that an enemy who fails a saving throw takes 2d10 damage on top of the 3d8 you did as a base. Just be sure to hit, and hope they don't save. [b] Wizard of the Spiral Tower (PHB)[/b] - This was the original swordmage paragon path, before there was anything such as a swordmage. Both of the attacks are nice. Corellon's Blade is particularly nasty. Weapon attack vs. Will, and it gets a +4 bonus? If you're not hitting, you probably rolled a 1. The other features are less interesting, though any minions who attack your Will will kill themselves, even if you have a negative Charisma modifier. [b] [COLOR=#0000ff]Unseen Mage[/COLOR] (AP)[/b] - Swordmage + Invisible = enemies don't get good choices. All the powers give the swordmage a way to become invisible, and Enhanced Invisibility means that they last 50% longer than usual. Both the utility and the daily also help your allies, which means that you can fulfill your defender role without exposing your allies to many more attacks. If you take this paragon path, go for Oni's Gift at level 22. [/QUOTE]
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Masters of Blade Magic: A Swordmage Handbook (By Herid_Fel)
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