I've already posted the build in this thread, awhile back (the relevant stats anyhow, since actual gameplay and party composition determines much of your gear/powers, etc) ... where I showed that the character, having begun with wis 13, can achieve the -16 penalty to lock down solos.
And it's all the fault of AV, and the broken stuff inside.
Although, I can't actually do it (one point of penalty short) till level 26 or 27, 'cos my DM (reasonably, IMO) doesn't let us acquire, by any means, stuff more than 1 level above our character level.
The core points of the character is thus:
Int 20, con 13, wis 13, cha 12 ... putting 8 in str is normal, but 8 in dex is funnier.
That will:
Give you the cha 13 required for spell focus at 11th.
Give you +6 hit/dam right off the bat (with hellfire blood), where basic scorching bursts and flaming sphere will pwn your foes. Burning hands is nice, but I find that I rarely got the opportunity to use it without setting party members on fire (not that I have a problem with that, it's just requires too much mid combat conversation).
Give you AC 19 (base 10, int +5, leather +2, staff +1, level +1) at level 2, as you take the prof feat. Ideally, as you find magical leather, so AC 20.
Be flexible with implements. Use nonmagical staff for the AC, but a wand or whatever to blat with.
In heroic tier ('cos paragon is all orb territory), I'd recommend a wand of color spray ... as a pyro, you'd be using fire shroud ('cos it's awesome), but there will be many instances where the right wand can allow you to rule the battlefield.
The build is tanky enough that I happily provoke OAs on purpose to allow our fighter to get extra swings.
Especially if the party carries potions (just in case), the fighter (other defenders less so) may run low in surges.
Trade damage on purpose because as an offensive party, you end up getting hurt less.
Also, being a fire specialist, it's reasonable to ask the party to choose items with fire resist ... then just target (for example) your defender's square as he uses come and get it.
If permitted (and playing in FR), being a red wizard (read: Thay region) starts you with 30 hp ... going this route, toughness at level 4 is advisable, as it will push your hp to 44, setting your surge value to 11.
Pumping wis all the way is one way to play this build ... and with eventual lockdown capability (due to AV's phrenic crown + orb of ultimate imposition), retraining an at-will for thunderwave sometime at paragon (not 11th, since you need to pick up spell focus and second implement at 11th .. i wouldn't say 12th either, 'cos those defensive feats are a priority) is a go.
Hmm ... in light of that, perhaps (pre-emptively) retraining for thunderwave at 10th is an option.
It is also hilarious to take blade initiate + intelligent blademaster, if you're playing with
sleep, 'cos when the party is laying in the boot, being able to contribute with a vicious executioner's axe is made of win.
There is a downside to the build ... staff + orb are gonna sit in your hands, and main attack implement will be an orb of mental dominion much of the time (due to it having an awesome power and no level bump ... i.e. same cost as boring magic orb), you're already juggling implements to make use of ultimate imposition ... so other awesome orbs, such as karmic resonance, may never get used (at least not before the party is already well on the way to winning).
Also, the build never qualifies for astral fire (unless the very last stat bump at 28 is dex + int .. I wouldn't, though), so it has the "fire not quite as hot as it could be" feel.
On a final note, don't forget bloodhunt.
I do that all the time, and retroactively noticing "




, I should have hit 'cos I missed by 1 and they were bloodied" is really annoying.