We've already seen in official previews what the names of all the themes:
Athasian minstrel
Dune trader
Elemental priest
Gladiator
Noble adept
Primal guardian
Templar
Veiled Alliance
Wasteland nomad
Wilder Hero
Can one of you shed some additional light on those themes that haven't been explicitly previewed?
Without giving away the farm, I can give you a very basic description of each and their associated paragon paths.
Note 1: all of the attacks for the paragon paths listed below use (primary ability score), like do the theme powers. I hope this is a trend that will continue.
Note 2: Neither of the psionic themes use Power Points to augment their powers. Instead, they have encounter and daily powers (which obviously don't have the
augmentable keyword).
Athasian Minstrel:
Bards,
rogues,
warlocks, and
assassins seem the best fit for this sorta sneaky, sorta social theme. A lot of poison effects. It has the paragon paths
arms troubadour (good for melee
strikers) and
unwelcome guest (more poison stuff, some acid powers).
Dune Trader: Some Cha-based skill utilities and generally
leader kinda powers (mostly moving people around and granting extra attacks). It has the paragon paths
caravan master (more
leader stuff, mostly on the
warlord side of the ledger) and
shady dealer (more Cha-based skill stuff, more of the
bard type
leader powers).
Elemental Priest: This theme has an awful lot of
conjurations. I imagine this fits best with
shamans, but I could definitely see
controllers going for this theme. Its paragon paths are
rainbringer (an excellent
healer, to be honest), and
smoking crown initiate (some
leader stuff, but mostly fire attacks).
Gladiator: Obviously a melee combatant. Probably best for
defenders. Its paragon paths are
gladiator champion (lots of
bloodied effects, gains a nice stance at 20; note:
fighters can take this PP without the theme) and
jazst dancer (more of a
striker with light blade sort of powers).
Noble Adept: A
psionic theme with a
controller bent to it. More effects than big AoE powers. Its paragon paths are
mind general (more
leader than
controller, on the
warlord and
bard side of things) and
psionic scholar (more AoE
controller stuff; this might be a neat way to give the
monk more of a "psionic" feel than it currently has - if you want that sort of thing).
Primal Guardian: Surprisingly, a
primal defender. Its paragon paths are the blandly named
guardian of the land (which has some nice area powers) and
voice for the ravaged (energy based and some healing powers).
Templar: While this has obvious implications within the campaign setting, the theme is actually a
leader, which I found an odd choice, but after looking at the theme, it makes sense. Quite a bit more healing than I would have expected. Its paragon paths are
master defiler (more defiling goodies) and
praetor legate (mostly
controller-y; available to
sorcerer-pact warlocks without the theme).
Veiled Alliance: Another
arcane controller, but definitely one that fits into the setting. They can spend minor actions to enhance their powers (!). Its paragon paths are
master preserver (lose
arcane defiling, more
leader/healing powers, nice healing zone at 20; any
arcane class can take this PP without the theme) and
veiled guardian (
defender sort of powers with marking abilities).
Wasteland Nomad: A
primal striker. Is more effective when no allies are adjacent. Its paragon paths are
dune strider (some
striker effectiveness and movement abilities) and
sand reaver (more
striker stuff, focused on mainly on being
bloodied or attacking
bloodied enemies).
Wilder: A
psionic striker. Some extra riders based on scoring critical hits. Some
controller sort of powers. Its paragon paths are
resurgent wilder (more critical hit stuff, in line with the theme) and
wielder of the way (one of its powers is reminiscent of the
soulknife, but other than that, it's mostly generic
striker stuff; note that
battleminds can take this PP without the theme).
Whew.