Neonchameleon
Legend
I am interested in playing a Wizard. What I am looking for is some recommendations of powers, feats, and skills that would be good to take (given what I have access to) along with any tips or strategies for playing the character.
A quick warning. Coming froma background of 3.X, the wizard might disappoint you. Or it might enthuse you. They are no longer the completely dominating maniacs they sometimes were in 3.X - but they never run out of spells and need to draw crossbows. And the spells that they get are often weaker - skill matters more than raw power. (For instance the Suggestion spell in 4e simply allows you to make a diplomacy skill check but using your arcana skill rather than diplomacy for often a 9 or 10 point swing to briefly put you up there as the party face). Rather than what suggestion used to do. (Of course it's now a mage cantrip). And the powers you have are the 6 second "battle magic" - many more powerful spells are covered by ritual casting but you need smokey candles, incense, and the like.
Also with Essentials they did something smart. Rather than defining your type of wizard by what implement you wield (Staff of Defence and Orb of Imposition being stand outs) wizards now vary based on school of magic. Heroes of the Forgotten Kingdoms (HoFK anyway) has three schools - Evoker, Illusionist, and Enchanter. Dragon has the Pyromancer. And Heroes of Shadow has the Necromancer and Nethermancer (Nethermancy - curses, weaken, ray of enervation, etc.) Much more evocative and if it wasn't for the shameful absence of Ritual Caster (they are rethinking rituals right now so nothing new has it due to low heroic casters never using them and paragon casters able to spam heroic rituals) I'd have effectively banned the PHB wizard for the mage in my games as the mage is just a better implementation.
Schools: You get a major and a minor.
Evocation: It goes boom! Not what you want from your description. (Pyromancy likewise.)
Illusion: Normally no damage but the enemy is buggered for a while. Burst 1 immobilse (so they can't make it into combat) and -4 to hit (so even if they can shoot it won't do much) springs to mind as an encounter power. Maze of Mirrors.
Enchantment: It moves where you want and attacks who you want. Briefly for each spell. But still, spells like Charm of Misplaced Wrath are excellent.
Honestly, the fast way to make a character is borrow HoFL and take the two schools you want - and write both those spells into your spellbook. There are no bad spells in the book.
And [MENTION=56189]Kzach[/MENTION], little beats Staff Expertise as a feat. The ability to not take opportunity attacks is worth a feat on its own.