Thanks so much for all this. Two questions about wizards:
(1) How does this build "use Constitution"? I know how CON affects a Staff of Defense wizard, but I'm not clear on how it affects an Evocation mage, or how the other stats affect the other two mage types.
(2) Probably a related question, but is there something missing here? These builds seem a little weak next to the original implement-based builds in PH1/AP. It seems like there's a missing feature, and I'm betting it's whatever the answer to question #1 is.
Thanks!
To answer in reverse order, a Mage gets:
1 - class features (Apprentice Mage, Mage's spellbook, Mage cantrips, magic missile, two at-will powers, encounter, daily)
2 - gain one utility power, gain 1 feat
3 - encounter power
4 - ability score increase, feat, Apprentice Mage ability
5 - Expert Mage ability, daily
6 - utility power, feat
7 - encounter power
8 - ability score increase, feat, Expert Mage ability
9 - daily power
10 - feat, utility power, Master mage ability
The Apprentice, Expert and Master mage abilitie are the ones tied into your School. For ex, Enchantment Apprentice gives you +2 squares to forced movement, Expert gives +2 Bluff/Diplomacy and Master gives +2 attacks against creatures you cause to attack. So, you lose Arcane Implement Mastery but gain other abilities spread throughout heroic tier.
School also determines how your Enigmatic Paragon Path works. For the 11th level Action Point power, Evocation school gains power bonus to damage equal to CON. Enchantment slides enemy within 2 a number of squares equal to CHA mod. Illusion gains WIS to REF and AC until end of next turn.
So, really just minor now that I look at them.