Bookmarked. Nice.
I've recently learned to roleplay more during combat because my D&D Encounters DM is running the sessions like a boardgame.
I've come up with a combat gimmick for my Githzerai Monk, Dak. He fights with a bottle of wine in his hand. (Monk's don't need to spend their starting 100g on armor, weapons, or books, so I spent all of mine on wine bottles). His signature move is the Drunken Monkey.
When it is Dak's turn, I no longer just say "Dak uses Drunken Monkey to move next to the zombie, then attacks it" with a quick attack roll and damage roll. Instead I stay in character and say something like "I was taking a pull off the bottle when the corruption zombie hit me with that mote of corruption. That bastard's gonna pay! Stumbling into my Drunken Monkey form, I lurch through the crowd to shove the broken bottle's neck down his!" Rolls to hit and damage. Etc., etc., if I hit or miss.
Another flavor enhancer is that sometimes Dak is finishing up a bottle as combat is entered, and he'll throw it at a target as an improvised ranged attack, especially if it isn't a tactically sound move.
On paper it looks like this would slow down the game, but it actually makes 4E feel much less grindy and much more cinematic.
Having players develop in-character combat rituals (like a baseball player's superstitions, not like actual in game magic rituals), catch phrases, and personalized descriptions of what their powers actually do and look like in-game really keeps that immersion going through what can be the biggest role-playing mood-destroyer in the game.
The flavor text on a power should be treated with equal importance to the power's effects!
As a DM I have been trying to encourage this type of description as well. If the player just does the "I hit and do <blagh> damage." I might give it a quick description of what happened to the target.
I have a difficult group for this, as two are casual players and new to the group, and another doesn't really like 4E and keeps making "funny" comments, out of character, that pull everyone out of the immersion.
I'm going to try a few of the things here to try and encourage the players a bit. I'm worried that if I can't get them interested in the game as more than just a tactical board game, that I'm gonna get bored myself.