Swordmage Utility

Hedgemage

First Post
I feel like an idiot for asking this, but I'm away from my usual machine.

What utility powers can a swordmage get at level 6 that are NOT found in the FRPG or Arcane Power?

If you could give me names and the source, that would be enough.

To add substance to this thread, would anyone have a good suggestion of a feat for 6th level to help a dwarven shielding swordmage be a bit more durable? The party is lacking a leader so pretty much his durability is what determines the outcome of most combats.
 

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Ok, out of the 6th level utility powers, what would be the most beneficial? The party consists of an assassin who is highly mobile and can get himself out of trouble, a psionicist who is all ranged, and doesn't have any close or melee attacks except basic (oops). So, the swordmage needs to be the strong center, collect all the enemies, and endure all their flanking attacks while the other party members wear them down. Not optimal, but its what we have.

Any survival tips?
 


Armathor's Step is still the best one out there for my money. Some times YOU need to GTFO of there, especially if the party retreats. That and dimensional warp at 2 are by far my favorites. At Level 7 you can take Rejuvinating Strike as an encounter power with your lack of healing triggers.
 

OP here.

I've been getting a lot of use out of Dimensional Thunder (Dragon #367) as a level 1 daily. Being able to tele-dwarf into the midst of a pack of enemies and give them ongoing damage is a great opening move.

I've found that when I do this, Host of Shields (Arcane Power) is pretty much a necessity since I'm ALWAYS flanked.

Armathor's step would be the exit strategy if things start going south.
 

I agree with Amathor's Step. I use it both as a mobile offense or defense, and use it every battle. The teleport is great, but the +2 to hit that goes with it is excellent. Basically I would teleport in front to give our rogue a flank and then attack with a net +4 to hit very nice.
 

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