Vaarna_Aarne
Notorious Internet Vandal
The most important thing to get down right is the Feats. PeePee can eventually fix any power selection problems, but it can be lived with thanks to PeePee being plentiful for starters and then provided fairly often by XP overflow.
Sentinel's Aegis goal means you'll want to combine its tanking potential with maximum damage you can get, since GWF's primary method of tanking is through self-healing via dealing damage while being highly resistant to damage when Unstoppable.
Ideally, your feats would look something like this (personally I'd go with Unstoppable Recovery instead of Scale Agility): http://nwcalc.com/gwf?b=cn4:13ydj4:13ydj4,13cku2i:100000:15u000:1uu0z1&h=0&p=smr
You will probably notice that this build will result in a huge amount of Power in your stats, which is good because you want to deal at least 2000 damage when you pop Daring Shout or Come And Get It.
The main thing with feat building in this game is that you have to go for the capstone and then allocate the 10 extra Paragon feat points you have left over where you want, which can diversify into other trees. So always focus on one tree and only then diversify once you reach the capstone, if at all. In regards to Ubiquitous Shield, don't even bother it's garbage, especially when compared to god-tier feats like Crit boosters.
The staple GWF at-will powers are Wicked Strike (or Weaponmaster's Strike) for AoE DPS, combined with either Sure Strike for single target DPS or Threatening Rush for mobility. GWF is actually best at dealing SUSTAINED AoE DPS, with encounters focused on spike damage instead. Just hold that Wicked Strike, go Unstoppable, and watch you deal constant barrage of AoE damage. Threatening Rush is most popular among PvPers due to its mobility (it used to have no Charge limit, but that was pretty borkered in a PvP situation).
In terms of encounter powers, Indomitable Battle Strike (AKA Adorable Battle Strike) is a staple choice for GWFs. Restoring Strike is another staple, and one you probably want to stick with especially when Sentinel capstone is used. If you use Sentinel feat tree, your AoE encounter will probably be either Daring Shout or Come And Get It for the additional benefits they provide, as Roar and Frontline Surge don't synch as well with the Sentinel Tree.
Indomitable Strike is a good Limit Break choice for single targets due to high damage, and Spinning Strike is good against crowds. Probably best GWF limit break at that, given that its damage is nowadays superior to Avalanche of Steel and Slam.
Weapon Master is THE class feature for Sentinel, due to their buffs for it. Ferocious Reaction is kind of meh IMO and unnecessary due to GWF's self-healing ability and Unstoppable, you should probably either go with Destroyer or Bravery instead.
Nowadays Marked grants automatic Combat Advantage (IIRC +25% damage, minimum) while jumping the giver of the Mark to the top of their aggro list, and normal Marks should go away when the enemy DEALS DAMAGE to you. Focused Marks (GF speciality) last forever until a new Focused Mark is given.
Controlled means anything that affects enemy movement in some manner, basically. Enemies that are Held, Paralyzed, Slowed, Rooted, Prone, Knocked, etc are all Controlled. DoT effects are NOT control effects unless they also slow or something like that.
Currently the best source of information regarding any of the game mechanics is probably asking here or looking into detailed specific build or class guides, given that the number-crunchers who make those also explain related mechanics.
Sentinel's Aegis goal means you'll want to combine its tanking potential with maximum damage you can get, since GWF's primary method of tanking is through self-healing via dealing damage while being highly resistant to damage when Unstoppable.
Ideally, your feats would look something like this (personally I'd go with Unstoppable Recovery instead of Scale Agility): http://nwcalc.com/gwf?b=cn4:13ydj4:13ydj4,13cku2i:100000:15u000:1uu0z1&h=0&p=smr
You will probably notice that this build will result in a huge amount of Power in your stats, which is good because you want to deal at least 2000 damage when you pop Daring Shout or Come And Get It.
The main thing with feat building in this game is that you have to go for the capstone and then allocate the 10 extra Paragon feat points you have left over where you want, which can diversify into other trees. So always focus on one tree and only then diversify once you reach the capstone, if at all. In regards to Ubiquitous Shield, don't even bother it's garbage, especially when compared to god-tier feats like Crit boosters.
The staple GWF at-will powers are Wicked Strike (or Weaponmaster's Strike) for AoE DPS, combined with either Sure Strike for single target DPS or Threatening Rush for mobility. GWF is actually best at dealing SUSTAINED AoE DPS, with encounters focused on spike damage instead. Just hold that Wicked Strike, go Unstoppable, and watch you deal constant barrage of AoE damage. Threatening Rush is most popular among PvPers due to its mobility (it used to have no Charge limit, but that was pretty borkered in a PvP situation).
In terms of encounter powers, Indomitable Battle Strike (AKA Adorable Battle Strike) is a staple choice for GWFs. Restoring Strike is another staple, and one you probably want to stick with especially when Sentinel capstone is used. If you use Sentinel feat tree, your AoE encounter will probably be either Daring Shout or Come And Get It for the additional benefits they provide, as Roar and Frontline Surge don't synch as well with the Sentinel Tree.
Indomitable Strike is a good Limit Break choice for single targets due to high damage, and Spinning Strike is good against crowds. Probably best GWF limit break at that, given that its damage is nowadays superior to Avalanche of Steel and Slam.
Weapon Master is THE class feature for Sentinel, due to their buffs for it. Ferocious Reaction is kind of meh IMO and unnecessary due to GWF's self-healing ability and Unstoppable, you should probably either go with Destroyer or Bravery instead.
Nowadays Marked grants automatic Combat Advantage (IIRC +25% damage, minimum) while jumping the giver of the Mark to the top of their aggro list, and normal Marks should go away when the enemy DEALS DAMAGE to you. Focused Marks (GF speciality) last forever until a new Focused Mark is given.
Controlled means anything that affects enemy movement in some manner, basically. Enemies that are Held, Paralyzed, Slowed, Rooted, Prone, Knocked, etc are all Controlled. DoT effects are NOT control effects unless they also slow or something like that.
Currently the best source of information regarding any of the game mechanics is probably asking here or looking into detailed specific build or class guides, given that the number-crunchers who make those also explain related mechanics.