Themes: A defining characteristic
Dark Sun Themes
Gladiator
(DSCS): A few wardens find themselves fighting for their lives in the arena, and lessons learned there are invaluable outside of the arena as well. This is a good choice for wardens going for pure, raw defender.
Powers
Disruping Advance (Feature): The theme is worth taking for this power alone even if you don't bother with any other powers or feats. With Crippling Crush, the primary-target's damage gets boosted by your Con-mod as well, and you slow a group of enemies.
Go with the Flow (Lvl 2 Util): The target doesn't have to be marked, and they don't need to start adjacent to you. If any enemy goes after your back line, you can haunt them down and make your presence known.
Perceive Weakness (Lvl 10 Util): A reliable boost to attack and damage that you get against a monster who misses (which is likely to happen at least once an encounter).
Feats
Brutish Disruption (Heroic): The push from Disrupting Advance becomes very large. A fair enhancement for an encounter power.
Disrupting Shove (Heroic): Prone is definitely preferable to a much larger push.
Thrill of the Kill
(Paragon): Wardens would rather use their second wind to actually second wind, and already get plenty of saving throws. Why expend it to make a saving throw?
Keep Them Close (Epic): It's too bad this comes so late, because this would be awesome in paragon level. In Epic, those big-nasties will have other ways to get away from you, so this doesn't do as much. Still pretty decent, but there are certainly better options. However, if you combine with World Serpent's Grasp, then this feat becomes Mandatory.
Paragon Paths
Gladiator Champion (Gladiator theme or fighter): The Whirlwind of Destruction level 16 ability is awesome. Moreso for wardens than even fighters, because fighters already get an attack when an adjacent enemy shifts. Even if you're not using a theme in your campaign, this is well worth multiclassing to fighter to pick up. The feature alone is just that good.
Primal Guardian: Wardens who tend to focus on manifesting the primal forces of nature should look at this theme. It fits well with how wardens work, especially Stormheart, as the Thunder keyword is prevalent.
Powers
Mark of Thunder (Feature): You don't need the marking capability, but until the end of your next turn, you punish like a paladin. And it scales with level. Short duration though.
Armor of the Land (Lvl 3 Enc): Holy crap, an encounter polymorph! Since you can only be affected by one polymorph at a time though, this can't get any higher than dark blue, as you can't be in one of your daily polymorph powers. Still, if for some reason you're not in your form, this is a good option. Unfortunately, the level 13 and 23 versions don't scale quite as nicely as they could. The associated power is an interrupt, so you'll have to hope you get the chance to use it.
Storm of Debris (Lvl 5 Daily): A daily form power at level 5 is more useful! Nothing to make you sticky, but the damage + mark aura is pretty good. Oh, and the attack slows, in case you're looking for that kind of thing. Oh, it's also Thunder (hint, hint). Plus, you become a sonic vortex of minion killing in a 5x5 square. The gem of this theme, for sure.
Lifting Winds (Lvl 6 Util): I love how the flight on this one can be either you or your ally. The distance starts out low, but scales as you level up.
Armor of the Living Dunes (Lvl 7 Enc): Another encounter polymorph. The form isn't as useful, but doesn't suffer the lack of scaling from Armor of the Land. The associated power is a standard action this time, and it's definitely something you'll use, as it's blast 3 that pushes and blinds.
Of Wood and Stone (Lvl 9 Daily): Another daily form, this one grants protection to adjacent allies, and also prevents them from being dragged away from you. The 19 and 29 versions don't scale as well as they could though. The associated attack is decent, as it weakens in burst 1.
Balm of the Guardian (Lvl 10 Util): A daily self-heal, that also grants your allies in burst 2 THP. Oh, it also makes all enemies in that burst vulnerable to thunder, if you have the ability to capitalize.
Feats
Guardian's Mark (Heroic): Great for non-defenders who want to mark, but we wardens already have a pretty easy time marking. Still, this is a good way for polearm users to mark at reach.
Mark of Elements (Heroic): I don't know too many monsters that have resistance to thunder, but being able to hit what they're vulnerable to isn't bad when that pops up. If you're specializing in an element type, you probably already have the ability to do this as needed.
Persisting Thunder (Heroic): The mark from Mark of Thunder becomes save ends. Which might make it a shorter mark, or a round or two longer.
Demanding Spirits (Paragon): Considering you already have Warden's Grasp, which slows, this is kinda redundant. At least it pulls 3 though, which gives you a choice: slide 1 and slow, or pull 3.
Paragon Paths
Guardian of the Land: The entire path is built around the ability to create a blast 3 zone. The other powers and features move around the zone, mark everyone in it, damage all those in it, allow you to teleport into it, etc. Unfortunately, the zone can be easily negated by someone using arcane defiling, so for most encounters it will be great, and occasionally it will be a complete waste.
Voice for the Ravaged (Shaman or primal guardian theme): I love the thematic elements of this class. Unfortunately, it's definitely geared more towards the shaman than the warden, as the features and powers tend towards the back-line leader.
Forgotten Realms Themes
Dead Rat Deserter (NCG): Remember, you can only have one polymorph effect in place at a time, and your daily powers are polymorphs.
Harper Agent (NCG): The item you get is an extremely versatile item, and all three of the uses are excellent. All of the utility powers are excellent also. Doesn't do much for your defender role, but does make you tougher if you think you need it.
Heir of Delzoun
(NCG): Dwarf only. This is basically a racial extension to the already tough dwarves. Scaling poison resistance and an additional healing surge. I really like the level 6 and 10 powers, since you've most likely got the healing surges to spare.
Pack Outcast (NCG): Like the Dead Rat Deserter, the polymorph is mostly useless, but the Perma-CA redeems it somewhat. The daily regeneration power at level 6 is also something to think about.
Uthgardt Barbarian (NCG): The encounter No-OA aura is awesome, but the level 5 and 10 benefits are just skill bonuses. The utility powers are just baseline.
Other Themes
Guardian (D 399): Wowser! It's like this was written for you! A serious contender for a gold rating amongst the other themes, there's nothing here to not like (except for the porn star face on the goliath in the article). It actually allows you to swap places with allies to take hits for them. Better than your mark punishment, especially if the ally you're swapping with is your squishie healer. The level 6 allows you to just end surprise (for yourself only) and the level 10 utility is similar to the level 1 power, except you get to spend a healing surge instead. Fantastic!
Iron Wolf Warrior (D 400): More of a striker path, if that's your focus then have a look. Boost a charge and get a free hit when you go to 0 HP. If you're tanking though, you'll hope to never see that free attack.
Mercenary (D 399): If you like proning, give this one a look. The defense boost at level 10 is nice, and some of the utility powers are designed to help you be pretty tough too.
Paragon Paths: Your aspect of nature
Warden Paragon Paths
Bloodwrath Guardian (PH2): This paragon path doesn't really do a whole lot to help you out as a defender, and its damage isn't special either. The form does grant threatening reach, though, which is very hard to find otherwise. The action point power requires a bit of wisdom, but if you like threatening reach, you're probably wielding a polearm anyway, so you should have a bit of that already.
Breach Warden (D 383): You get a variable damage type that you select each time you take an extended rest, so hopefully you'll have some idea of what damage type would be optimal for the day. The level 16 ability grants vulnerability to that damage type when you second wind, which should help on the times where you chose the non-optimal type. The level 12 utility is an encounter(?!) stance that should start dumping out a lot of damage. The level 20 daily form pulls enemies closer and slows without using actions, which in itself is pretty awesome.
Child of the North Wind (PP): This paragon path is better if you can do a lot of damage or have multiattacks, because the non-action point features are based on killing or critting. The encounter attack power pushes, which I'm also not thrilled with. The utility and daily, though, are rather powerful, and the form power included with the daily is a huge burst.
Earth Shaker (PP): Those who follow this path love getting their enemies on their backs. I enjoy the flavor of this path, and Earthstrength will probably be drawn to it for that alone. While the whole path emphasizes attacking Fortitude, it does give a bonus when you do so, and also alters your at-wills to target it instead of AC, so in this case it's good. The encounter is a large burst that can go through walls, and the utility movement is cool just to think about. The form grants a burrow speed and a huge boosts to your HP you get when you spend a surge. A lot to love about this path.
Emerald Guardian (PP): This features of this path are very leader-like, so they're useful but not special. The daily form turns you large, and makes you an HP turret. There's a lot of focus in here on preventing necrotic, which is extremely situational. The utility and form power make the path what it is, as the former can collapse zones among other effects, and the latter stuns.
First Hunter (PP): You have no business bothering with ranged weapons, as you won't get support outside of the paragon path for them. This path is more useful if you're multiclassing into warden. I'm confused by how this path even made it into print.
Guardian of Two Worlds (D 379): The level 11 AP feature grants you a second use of your form powers, which can be good depending on the form. You probably don't need the feature to add slowing adjacent enemies onto your guardian forms, and you get so many saves that the level 16 feature might be overkill. The utility gives out saves to your allies, but only once a day. The daily form is rather poor, but the power that it comes with is a high damage interrupt, and can be regained if you use an action point, so that makes up for the lackluster form itself.
Horned Champion (PH2): Wildbloods who enjoy mobility will love this paragon path. The level 11 feature is identical to Sudden Roots, so it frees up a feat slot. Action point attacks gain a good amount of accuracy, and you get to spend a healing surge whenever you use your guardian form attack powers. The utility power and daily form will have you moving all over the board, and the form attack power stuns, so you'll want to make sure you use it on an action point action.
Icewrought Sentinel (PP): This is a serious contender for the best paragon path a warden could take. If you're going for frostcheese, you'll be hard-pressed to find something to match what this one gives you. The action point power causes you to explode in cold damage, and then gives you an bonus to attack rolls with cold powers, which should be all your attack powers if you're wielding a frost weapon. In the same vein, at level 16, thanks to that frost weapon every attack that hits now slides its target 2 squares. The level 20 guardian form power is a much better version of Winter's Herald. The weak point of the path is the cold resistance it grants is situational, and that's about it.
Radiant Serpent (PP): Drawing its inspiration from the couatl, this path has a lot going for it if you deal with radiant damage often. On top of radiant resistance, the level 11 feature also gives a bonus to saves to stay mobile, plus gives a damage bonus when you do take radiant damage. The action point feature gives you flight, insubstantial and phasing. At paragon, the flight alone is good enough. The utility power grants you the equivalent to Lay on Hands to every ally whose square you can move through that turn. The attack powers encourage kiting on your part, and provide you the ensured mobility to do so.
Scion of the All-Spirit (D 386): The level 20 daily form power is the major draw to this paragon path, but unfortunately the path features are pretty lacking. Way too much about this paragon path is extremely situational, and that's not what you want in a paragon path.
Storm Sentinel (PH2): The level 11 feature isn't worth much due to its being tied to crits, but the other features allow you to heal yourself on APs, and then increase their potency to boot. The utility power grants flight, but not a fly speed; you have to land at the end, so you can't make an attack while flying. The level 20 daily form power turns you into a lightning damage turret, and doesn't give you an attack power to go with it. Thunder Smash works with Echoes of Thunder, at least.
Tribal Champion (PP): I'm really not a fan of the mechanics this paragon path was built around. The second wind kicker has different levels of effect depending on which type of action you used to second wind. The action point feature gives you the form effect of any of your forms for a round, which makes this part extremely difficult to judge. The level 11 encounter gains a 19-20 crit range if you have fewer HP than your target (a criterion which would tick me off as a DM personally; the best the player would hope to get was a yes or no to whether they achieve it, and the whole exchange would potentially slow down the game). It all just seems somewhat metagamey. The daily form is very defendery and has good damage for this level. Be sure to take some large weapon-attack burst/blast powers to maximize the level 12 utility.
Verdant Lord (PH2): Action points increase your reach for a whole round, which is not special. Since the better forms create their own difficult terrain, the level 11 feature is also not good for most. You also get a flat damage bonus to melee attacks against marked enemies, which is not on par with other paths that grant a secondary modifier to damage on all attacks. The encounter power is inferior to others at that level. The utility creates a 7x7 movable zone of difficult terrain, which is pretty awesome. The daily form gives you reach and dishes out HP to your allies at the beginning of your turn, but in general is not up to the quality of a level 20 power (I would say that Winter's Herald and Oak Sentinel would be better options than this form).
Racial Paragon Paths
Adroit Explorer (Human, PH2): Much in the same way that humans are basically good at every class, this paragon path is also an appropriate selection for every class. Everything about this class is a win for humanity. Wardens in particular will love the damage resistance gained when you use an action point and the level 12 utility that allows you both reroll a failed saving throw with a large bonus plus spend a healing surge.
Argentum Alliance (Dragonborn, D 385): Everything about this paragon path is perfect for what you do. If you're one of our scaly brothers and sisters, this is probably the path for you. The action point bonus is a huge generic multimark, which is fantastic. Your dragon breath also adds the slowed condition onto it. The attacks both restrain, and the utility allows you to move to a prone or unconscious ally and protect him.
Avenging Haunt (Revenant, D 376): You're already dead, and this makes you more of a ghost than a zombie. I'd love to see the Unkillable feature in action, as it makes your negative bloodied the new zero. The level 12 utility is an awesome thing to have in paragon, as the number of flying creatures ramps way up to an annoying level. The weak point of the path is the level 20 daily, which goes against the nature of a defender, but if you work it right you present them with an awfully nasty Catch 22.
Beastblooded Minotaur (Minotaur, D 369): The level 20 daily is very not special, but even with that you still might consider it. The level 16 ability is a permanent +1 reach and +2 speed, which is pretty huge. You also get two attacks when you action point, though one has to be a charge (but since you're a minotaur, you're probably not complaining). Getting a free swipe when you're first bloodied is pretty good too.
Blooded Champion (Minotaur, PH3): I find the level 11 feature kind of a waste, personally. Goring charge just isn't that great. The level 20 daily is an upgraded version of goring charge, so again not that exciting. The rest of the path would come in rather useful, though. I particularly like the level 16 feature that allows you to stay standing once you hit 0 HP until you fail a death save.
Bloodfury Savage (Half-Orc, PH2): The attack powers are all about damage, but aren't awful. You also gain damage resistance when you go bloodied, and a huge bonus to saving throws for an entire encounter. Nothing about this path will go to waste.
Champion of the Labyrinth (Minotaur, D 385): The defense and saving throw boosts will not go to waste, and the attack powers are pretty awesome.
Dwarven Defender (Dwarf, Fighter, MP): Three of the components of this path are about increasing the defenses of either you or your allies (or both). You also get to negate all but the longest of forced movement.
Earthheart Defender (Dwarf, Fighter or Paladin, FRPG): This came out before the PH2, and I'm inclined to believe that if it were released later the prerequisites would include that as one of the classes you can be from. Thematically the warden is more appropriate than either fighter or paladin, after all. You get more saving throws (bordering on overkill) and some of the features are about attack bonuses. Gaining tremorsense (essentially) is pretty awesome though.
Firstborn of Moradin (Dwarf, PH2): This is probably the dwarf-only path to go for if you're so inclined. You gain the ability make saving throws to turn critical hits into normal hits, which is brilliant. Some of the other features are very reminiscient of the Earthheart Defender (tremorsense) but with better development.
Goliath Juggernaut (Goliath, D 386): You'll want to be a con-based warden, but you already knew that. It's no Stoneblessed, but nothing about it will go to waste. You get extra hit points, you can grant attack bonuses, your resistances can be pushed through the roof for an encounter, and the level 20 daily is a good isolating attack. The level 11 power is similar to the Half-Orc's Furious Assault, though I'm a little confused why it has a range of Melee 1 when reach is such a big part of the game starting at paragon level.
Half-Giant Thug (Goliath, DSCS): You're probably not the urban type, and that's what this path is aiming you at thematically. Fortunately, the bonuses to Intimidate and Streetwise are an extra level 11 feature, so it's all good. The rest of the path is pretty good though. It really plays on the size and toughness of the Goliath/Half-Giant, and if that's who you are, that's probably right up your alley.
Inner Dragon (Dragonborn, Fighter, MP): If you like being bloodied, you'll love this paragon path. The features are just ok, and the level 20 daily is worthless if you're into polearms.
Moonstalker (Shifter, PH2): Aimed at the wisdom-based among you, you like knocking them over and tearing them apart while they're on the ground. You even give your allies bonuses against prone targets. The extra damage is outclassed by the likes of the Pit Fighter, but if you'd rather not go for that level of cheese this is a pretty good option.
Mul Battle Slave (Mul, DSCS): A strong reason why Muls are the new hotness for wardens, everything about this path is win. Bonuses to saves, bonuses to attacks, attacks that mark and slow, and a daily permamark. It also gives all your encounter attack powers Reliable.
Nature's Avatar (Wilden, PH3): The path is basically an augment of the wilden's single (and lackluster) racial feature, the aspect of nature. Considering you probably will settle into a single aspect, having the ability to change doesn't really do much for most of you. The ability to add dazed or restrained onto an at-will is only average, as it can only augment at-wills. Generally, I find everything about the wilden sub-par, and this only reenforces that.
Rrathmal (Githzerai, PH3): The level 11 encounter power is the low point of this racial path, as it requires a standard action and only affects at-wills. As a defender, your allies want you to go first, so being able to roll twice for initiative is huge. And you can auto-end daze, restrained, slowed or immobilized. The utility power is perfect for any defender. Pretty awesome racial path, assuming you can use Reserve Maneuver to get swap out the encounter power.
Scion of Arkhosia (Dragonborn, PH2): Your dragon heritage manifests into wings, and you gain flight. The overland flight is not something that will come into play often, so your level 16 feature is kind of wasted. In fact, the rest of the path is about either flight or dragon breath damage/type, so it doesn't really have much to offer.
Scion of Leng (Minotaur, D 389): The level 16 ability is the biggest draw of this path, but the encounter power (which should be called Minotaur Bowling) is counterproductive towards being a defender.
Steelsky Liberator (Dragonborn, genasi, half-orc, or human, FRPG): Unless you're fighting dragons often, there are definitely better options.
Stoneblessed (Goliath, PH2): Wow, threatening reach as an encounter power. It also increases your reach permanently, so you can have threatening reach 3 if you wield a polearm. Combine with guardian forms that increase reach to get it to 4 squares. Since you'll do a lot of slowing/immobilizing, your DM is gonna hate you. Having recently faced an opponent with threatening reach 4 that grabbed, I certainly wanted to throw my dice at the DM in anger.
Storvakal (Githzerai, D 378): I love the fluff of the level 12 utility on this path: when a projectile flies past your ear, you teleport yourself and it to a place where it's aimed at one of your enemies. Just picturing that in my head makes me smile. The level 11 encounter will completely rearrange a battlefield, including allies.
Thri-Kreen Predator (Thri-Kreen, DSCS): Of all racial features to focus on, this paragon path seems to jump all over not needing a running start to jump, which is extremely situational. The attack powers are pretty nice, but they use natural attacks and not weapons.
Treeborn
(Wilden, D 388): Good synergy for you Lifespirit and Wildblood, nothing here will go to waste. The features are decent, but the powers don't really stand out.
Twilight Guardian (Elf, PH2): Ignore difficult terrain on all moves, not just shifts. That was awesome until they came out with other types of terrain, such as challenging terrain. The attacks also restrain. The utility power is kind of a waste.
Warforged Juggernaut (Warforged, EPG): I hope you like charging. You'll be doing it every encounter, as you get to daze. I never thought warforged needed to get tougher, but this path makes them so. If warforged were the diesel truck of the D&D races, this path is like the grill guard, off-road tires, and roll bar you add-on to make sure nothing ever takes you down or stops you.
Multiclass Paragon Paths
Bear Warrior (Barbarian, PH2): Unless you're going for full-on barbarian multiclass, the rage add-ons just aren't that great. Full barbarians are likely to be able to use those multiple times per day, and you're stuck with just once (well, twice when you get to level 20). Your guardian forms can make the Mauling Bear effect more likely to trigger than barbarians though, so that's a plus. Bestial Vigor is the high point of this path.
Chromatic Bane (Any divine class, D 378): The variable resistance is nice, and ability to end daze or stun on an ally is awesome. The rest is just average, as you're likely not fighting dragons every encounter.
Combat Veteran (Warlord, PHB): Good for constitution wardens, it can increase the healing you receive by a good bit.
Draeven Marauder (Fighter, D 365): You get the coveted 19-20 crit range with spears, which are already an optimal weapon choice (go for longspear or greatspear, which have reach). That alone is enough to make this dark blue. The rest of the paragon path is just decent.
Dread Reaper (Fighter, MP): Only applicable if you're wielding a two-handed weapon, you get the ability to affect your mark at range.
Dreadnought (Fighter, MP): Four of the six items from this paragon path give you damage resistance for a round. You also can burn HP to end an effect. Above average, but I like a bit of diversity in paragon paths.
Earthfast Brigadier (Warlord, MP): Probably better for the con-based warden than the class it was designed for, there's nothing not to like here. A second wind boost for you and your allies, saving throws on your action points for you and your allies, damage bonuses for your allies against an enemy who misses you, and the attack powers require a shield and do extra damage if you're wielding an axe or hammer. A prime choice for Earthstrength wardens who can boost their defenses way up. One of my personal favorites. Since there's no boosts to Inspiring Word in the path, I recommend one of the multiclass feats that gives an action point boost from Martial Power 2 to qualify for the paragon path.
Giantslayer (Fighter or ranger, MP): You'll be fighting a lot of things larger than you, so this is not as conditional as it sounds. When you are fighting large foes, it's awesome, and when you're not it's blah, so that it averages out to black.
Glorious Myrmidon (Fighter, trained in Athletics, MP2): You won't be wearing heavy armor, so the level 11 feature is a waste. The rest of it is nothing special.
Hammer of Moradin (Cleric or paladin, must worship Moradin, DP): A flat untyped bonus to all attacks with hammers is awesome. Adding daze to attacks with action points is also awesome. The bonus to defenses vs fear effects doesn't trigger very much, but that's the only drawback to this paragon path.
Iron Vanguard (Fighter, PHB): You get real HP, not temp HP, when you kill someone, and you can spend an action point to get an action as an interrupt when you would die. Were you to use that to, say, second wind and shoot your defenses way up, that feature is priceless. Any attacks that push or prone also deal extra damage, so you can optimize it to make that happen most of the time. For con-based wardens.
Kensei (Fighter, PHB): This is how 4e implemented samurai, and fortunately they didn't require a specific type of weapon. You can burn an action point to make sure your daily hits instead of getting an extra action, and you also get a flat untyped attack and damage bonus with a single choice of weapon. The attacks are nothing special, and the utility is outclassed by newer paragon paths due to it only being a daily.
Knight Protector (Fighter, MP): The level 11 feature allows you to slide your ally as an interrupt, a serious upgrade over Warden's Grasp. You also have to option to hand out defense bonuses instead of making opportunity attacks, something you might consider if you didn't take Sudden Roots. I love the mechanics of Protector's Strike, as it dazes if the target attacked one your allies. Unfortunately, other paragon paths here daze unconditionally.
Kulkor Arms Master (Fighter, MP2): Requires Kulkor Battlearm Student feat. This paragon path has an errata target on it a mile wide, with good reason. If you can knock prone consistently, you get a free attack. It's a good thing that Flails now knock prone consistently. If you'd rather use an axe or hammer, it's got even more goodies. Reroll attacks, and use your second wind as a free action when you go bloodied.
Pit Fighter (Fighter, PH2): No longer the path for multiclassing into as of the May 2010 errata, the level 16 ability is mostly wasted on you. The rest is not bad, though.
Polearm Master (Fighter, MP): If you're wielding a reach weapon, you'll want to take a long look at this paragon path. All your forced movement powers just got an extra square of movement, and you get to make immediate interrupt and opportunity attacks at melee 2. Win.
Scale-Breaker (Fighter, D 369): Even more geared towards fighting dragons than Chromatic Bane. Saved by the fact that the stuff that takes down flying creatures doesn't require them to be a dragon.
Stonefire Rager (Barbarian, PP): Better for the warden than the barbarian (the level 12 utility requires you to not be raging). The fire-damage isn't great, but the amount of it sure is. You also get the ability to save vs. critical hit, which is just awesome.
Underchasm Darkwatcher (Warden and warlock, East Rift regional background, D 379): Warden and warlock is an interesting combination. I appreciate the fluff of it, but the powers are so lackluster that I just don't feel inspired in any way. Perhaps if someone could come up with a decent build for it, I would change my tune.
Warhound of Bane (Fighter, MP2): For wisdom-based wardens. Despite the "of Bane" in the name, it doesn't require any sort of deity-specific worship. Extra ways to heal is always good, though there are definitely better options.
White Raven (Warlord, MP2): You have more reason to have your allies nearby, but the boosts to healing are rather lost on you. You even get the means to make sure that happens.
Winter Fury (Barbarian, PP): You may want to multiclass into Barbarian just to pick up this paragon path, as it's arguably better for wardens than the class it was intended for. Bonuses to both attack and damage against immobilized foes, and auto immobilize w/splash when you action point. At level 16, those of you with frostcheese can dump your cold weapons, because you get that feature built in. The immobilization theme continues with the attack powers. The utility has limited usefulness (literally, in this case).
Miscellaneous Paragon Paths
Gatekeeper Mystagogue (Primal class, member of the Gatekeepers, EPG): If you fight a lot of aberrant creatures, then wow, otherwise don't bother. All of the features are extremely situational, and comparable attack powers can be found elsewhere.
Primal Mapper (Primal power source, D 382): You can allow your allies to ignore difficult terrain close to you, and you ignore it at all times. You're extremely mobile, but the attack powers aren't really that special. The mobility boost is most helpful for the slower amongst you, especially dwarves, who will get the most use out of it. The free action attacks at level 11 and 20 can't be used in the same round anymore though.
Son of Mercy (Defender role, D 370): There's an awful lot of overlap with the mechanics this paragon path provides for mark augmentation. It actually functions like a hybrid of the avenger's Oath of Enmity and the warden's Nature's Wrath. You can designate a single foe as your augmented mark, and when that guy dies, you regain the ability to do so. You can also mass mark + augment in burst 1 once per encounter. I just find too much overlap. The augmented mark does extra damage and slows. The extra damage is decent, but the slow isn't that useful by paragon level as an awful lot of your attacks will already do that. The encounter power can be used as an interrupt when an adjacent marked enemy attacks an ally, but you have to use that instead of Warden's Fury. The path's usefulness improves for wisdom-based wardens who want an alternative to Crippling Crush for secondary stat damage.
Epic Destinies: Becoming one with nature
Epic Destinies
Ceaseless Guardian (D 387): Probably my top choice for an ED, the Irrepressible Defense feature alone is a huge draw for wardens.
Champion of Prophecy (EPG): Has the ideal stat bumps for Wildblood and Lifespirit, but the other features are just mediocre. If you're used to long days, the level 26 utility can be a pretty significant bonus in your last encounter.
Chosen (FRPG): This is essentially Demigod, but with a deity-specific level 26 utility for each deity. Some are slightly better than others. Forge of Creation (Moradin) is probably the most suited for our needs.
Demigod (PHB): Formerly the epic destiny against which all others are judged, this has been altered to be just awesome as compared to broken like it was before.
Destined Scion (HotFK): Aimed less at defenders than it's Essentials brother, Indomitable Champion, you will certainly not go wrong with this choice. Bumps to two stats, a good accuracy boost, a daily auto-hit, and a daily stand-up from dying are all very useful.
Eternal Defender (Fighter, MP): Bonus to your primary stat, plus wield large weapons and get your reach extended. One of my favorites.
Eternal Seeker (PHB): This doesn't provide any stat bumps, but if you're looking for picking up powers from other classes, it's quite versatile in that regard. Hurricane of Blades would be a good pickup with it.
Fang of the World Serpent (Any primal class, PP): If you're going multi-class barbarian, take a long look at this one, as it can significantly increase your damage output.
Fury of the Wild (Any primal class, PP): Stat bump to your primary, but the other features are pretty mediocre.
Glorious Spirit (Any primal class, PH2): No stat bumps, but you get a pretty good striker feature against one foe per combat.
Harbinger of Doom (PH2): The ant-teleport power is pretty awesome, and you'll probably end up with a lot of temp HP, but the other features are decent, at best.
Honored Ancestor (Any primal class, PP): This could make a decent paragon path, but it doesn't feel very epic.
Indomitable Champion (HotFL): The new gold standard in epic destinies, this has replaced Demigod as the ED you take when nothing else fits, especially for defenders. Stat bumps to any two stats, a large hit point boost and a bump to your defenses, plus excellent stay-alive ability. Not exciting, but it's very, very solid.
Mythic Spirit (Any primal class, PP): A good stat bump, and the rest of the features help both you and your allies become harder to kill. Lifespirit will love it, and everyone else might like it too.
Perfect Guardian (Warden, PP): The Perfect Mark ability is extremely vague; it could either be really awesome or a complete waste of a feature. I'm willing to give it the benefit of the doubt and say if you mark someone who you already have marked, that guy gets the -5. Since you have a lot of abilities that knock prone, Beast Strike should trigger somewhat often, and the Perfect Guardian's Pounce ability is a pretty decent boost to your defender ability.
Primal Avatar (Any primal class, PH2): Instead of a stat bump, you get a +1 boost to all rolls that go off one stat, and it can be changed every extended rest. I don't know why you'd choose anything other than Str, though. The ability to turn into a spirit is pretty cool flavorwise, but make sure you're already in your guardian form before you use it.
Reborn Champion (D 365): You can do so much better.
Reincarnate Champion (Any primal class, PP): Some of the racial encounter powers are pretty awesome, and this gives you two from other races. Some favorites are the ability to use second wind as a minor from dwarves, Iron Mind from githzerai, and Stone's Endurance from goliaths.
Star-Favored Champion (Any martial class, MP2): For Stormheart and Earthstrength, due to the Con bump. The immortality feature means you'll have to run out of surges or go to negative bloodied to die, and that's no small feat for the class with the most HP and a crapton of surges.
Storm Sovereign (D 372): Most appropriate for Stormheart (obviously). If you really like lightning and thunder, this is probably the ED for you. Otherwise its just too specialized.
Undying Warrior (Fighter, MP): You're hoping to not die at all, so most of this ED is wasted on dealing with death. The level 24 feature is decent. For you black knights out there who like to bite their legs off.
Unyielding Sentinel
(D 388): The stat bumps are awesome for you Earthstrength and Stormheart, and still decent for the rest of you. The weak point of this ED is the level 30 feature, but the rest of the ED is like the Danica to your Cadderly, or the Pikel to your Ivan. You get to roll all saving throws twice, and ignore ongoing damage, forced movement and auras for one encounter per day.
World Tree Guardian (Any primal class, PP): This should make you really tough. Attacks give you damage resistance, and eventually you get full on regeneration. The utility power is a nice controller-style ability.