I do know that is bordering on off-topic for this website. Nevertheless, lots of the outdated class guides began with a piece explaining why you’ll decide every subclass, which gave a fairly good reply for these form of questions.
Sadly, many of the outdated handbooks are misplaced with the WotC boards, and those I discovered for Swordmages go away this half out.
I get Assault Swordmages, they go in a extra Striker-y manner, rising injury output. Shielding can also be clear, injury discount is a simple idea, even when it scales fairly badly.
Ensnaring teleports the goal to you after it hit one in every of your allies. It will make a number of sense to yank the archer from the treetop, or the archmage from behind his henchmen to the center of the melee, however sadly the Shut Burst 2 distance makes all of it however unimaginable.
So what’s the worth of teleporting an enemy from a near-adjacent place (Shut Burst 2) to an adjoining one? (and you burn your Fast motion on it)