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Dnd:Artificer Handbook

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Artificer Overview
From "Tools of the Trade", the original Artificer handbook by Ytterbium_Dragon upon whose work this wiki is based: Want to be an arcane leader, but the bard's flavor is too weird? Or do you just want some extra controller on your leader? Maybe you loved your abjurer concept from 3.x, but had a hard time converting it to 4e. The Artificer is the answer in all of these circumstances. Artificer flavor defaults to being a magi-technical engineer, but their abilities can define many different kinds of flavor. They're the new quintessential transmuter, abjurer, or simple buff mage. Whatever your reason for signing up, you'll probably want to make sure that the character is effective. Artificers are not just great leaders, they are incredibly flexible: you can summon, fight ranged or melee, have special familiars, act on other players' turns, and be proactive in your healing. At the paragon level you can buff other players (and yourself) through the roof or make other players attack while still keeping your attack.

Basics
HP - Right on par with other leaders. Better if you choose a C onstitution-based build. Surges - One less than most leaders, but C on builds will hardly notice Proficiencies - Only the monk and rogue have worse weapon proficiencies. Your implements are decent, but you have to use them in conjunction with a weapon, which limits your weapon choice even more. Free leather armor is nice though.

Features
Arcane Empowerment - A nice little perk. It generally won't amount to much, but it comes in handy. Arcane Rejuvenation - Not too incredible all by itself, but it doesn't seem to take up one of your three class features, so why not? No way to break this one, but it's still a cool boost once in a while. Ritual Casting - a free feat, and you get enchant/disenchant three and five levels earlier, respectively. Even at early levels you can ensure that your party gets the right gear. Healing Infusion - Easily the best leader healing ability in the game. You get to pool your healing surges, and the first two heals of the day don't take up any surges at all. For better or worse, Artificers are stuck with C urative Admixture but can choose between Resistive Formula and Shielding Elixir. Curative Admixture - Most leaders' healing powers restore surge value +1d6 hit points, averaging a bonus of 3.5. If you're using this power, you'll likely have a +3 or +4 Wisdom modifier, so the healing balances out. It gains +2 when other leader powers would gain +1d6, but hopefully you'll be increasing your Wisdom modifier to help it keep up. Overall, it's only slightly weaker than other leaders' healing powers, but that's greatly offset by your ability to use it to pool healing surges. Resistive Formula - A proactive healing tool. This power is absolutely amazing if you know who to use it on. Healing in the form of temp HP prevents hp lost due to overflow, and it even grants a bonus to AC ! In paragon tier, this power becomes absolutely obscene with Enhanced Resistive Formula. For optimal use of the power, have your ally trigger the temp HP just as the enemy hits so that the bulk of the attack is absorbed into the temp HP. Shielding Elixir - If it were resist 5 all, this power would be worth looking at. Unfortunately, as of right now it's far too specific, causing it to be limited only to campaigns that throw copious amounts of mono-typed enemies at you (and even then you should think twice about taking it).

Skills
Arcana Diplomacy Dungeoneering Heal History Perception Thievery

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Artificer Stats
Strength - Generally useless unless you're going for specific feats. In that case, only put in enough to qualify for those feats. Constitution - One of Artificers' secondary stats, and the stat that seems to get the most love from powers. It's always a good idea to have a decent C on score as an Artificer. Even if you're focusing on Wisdom as a secondary, you'll probably want to put any leftover points into here. Dexterity - Again, fairly useless unless you're going for specific feats. Intelligence - Your key stat. You need to hit to grant buffs. 16 or 18 in this stat before racials, no exceptions. Wisdom - Another possible secondary stat for Artificers. There aren't as many powers that grant perks keying off of this stat, but it helps you qualify for the awesome polearm feats, which keeps it even with C on. Charisma - Don't bother putting points into this.

Archetypes
The Versatile Artificer
The most common and straightforward Artificer that is able to function effectively in nearly any party. This build keeps roughly even levels of Intelligence and its secondary stat in order to make the most out of his buffs. The Versatile Artificer gets its namesake from its capability to use every power in the Artificer's arsenal from any range. He generally employs a throw-able light/heavy blade along with Arcane Implement Proficiency to achieve this capability. Most Versatile Artificers use C onstitution as their secondary stat to make them sturdier on the front line and to take advantage of more powers' rider benefits, but Wisdom also works well.

The Sharpshooter
This type of Artificer employs a long range crossbow to stay out of harm's way. Sharpshooters work best with ranged strikers and controllers, such as Archer Rangers, Sorcerers, and Wizards. Most Sharpshooters choose Wisdom as their secondary ability score due to greater ranged power synergy and a diminished need for C onstitution due to less time spent on the front line. Sharpshooters are very effective in the right party but have trouble in melee-centric parties due to their need to remain adjacent to allies when using Magic Weapon. The C rossbow C aster feat is an absolute must in order to not be overly limited in power selection.

The Summoner
The Summoner loads up on the Artificer's fairly good summoning powers. Summoners can use either Wisdom or C onstitution. Wisdom-based Summoners make better healers and make better use of Artificer summons' rider benefits. C onstitution-based Summoners create sturdier summons. If looking at hybrid options, C onstitution Summoners should look into hybriding Wizard, while Wisdom Summoners make excellent Invoker or Wizard hybrids.

The Polearm Artificer


Artificers can make great use of polearms due to Wisdom being one of their secondary stats. Using a polearm opens up a ton of tactical options, which the Artificer will thrive on. Reach allows the Artificer to stay adjacent to his allies while still being out of harm's way. The build doesn't shine until paragon tier, but when it reaches level 11 it's quite good, potentially being able to use Magic Weapon three times in one turn. Note that only the races listed will work at all with this build because the stat placement is very stringent. After all, it does have to qualify for Heavy Blade Opportunity and Polearm Gamble. Races: Eladrin, C hangeling, Shadar-kai, Genasi, Deva, Githzerai, Shardmind Weapon Types: Glaive Array: Str 12/14*, C on 11, Dex 12/14*, Int 16, Wis 12/14*, C ha 8 * Put the score of 12 into the stat that your race gets a bonus to.

Notable Multiclass Options


Avenger (PHB2) - The powers are lacking, but you get access to the Star of C orellon and a nice accuracy bonus for a couple of turns Cleric (PHB) - Aligns with your secondary stat. Also lets you use holy symbols, which means that you can use a Star of C orellon for your arcane powers and keep a hand free. Invoker (PHB2) - Nice controller powers and double stat alignment. Swordmage (FRPG) - Access to some good powers. Has primary and secondary stat alignment. Warlock (PHB) - Double stat alignment and some decent controllerish powers available Wizard (PHB) - Primary stat alignment, great powers to cherrypick, and opens up several good paragon paths

Notable Hybridization Options

Cleric (PHB) - Holy symbols for all of your powers frees up your weapon slots for any weapon. Secondary stat synergy, access to extra healing powers, and more potent healing via C leric powers thanks to Healer's Lore. Don't take the Strength based powers though. Invoker (PHB2) - Double stat synergy and some decent controller powers. Swordmage (FRPG) - From a swordmage point of view, you lose barely anything and gain access to Artificers' incredible powers and healing infusion 1/day. Makes an excellent defender even better. Warlock (PHB) - Double stat synergy. Decent power selection and some nifty quirks. Wizard (PHB) - Primary and Secondary stat synergy. Excellent powers and the ability to stunlock eventually. Incredible choice.

Sample Builds
Constitution Versatile Artificer, level 11
Race: Githyanki Class/Path: Artificer/Battle Engineer Healing Infusion: Resistive Formula Array: Str 13, C on 21, Dex 11, Int 21, Wis 13, C ha 9 (Str 12, C on 16, Dex 10, Int 16, Wis 12, C ha 8) Feats: Enhanced Resistive Formula, Psychic Lock, Weapon Proficiency (Drow Long Knife), Arcane Implement Proficiency (Heavy Blades), Versatile Expertise (Heavy Blades, Heavy Blades), White Lotus Riposte, Weapon Focus (Heavy Blades) At-Will Powers: Magic Weapon, Static Shock Encounter Powers: Greater Magic Weapon, Vampric Weapons, Repulsion Strike, Scouring Weapon Daily Powers: Radiant Sigil, Icebound Sigil, Punishing Eye Utility Powers: Sigil of Luck (D), Regenerative Infusion (D), Restorative Infusion (D), Telekinetic Leap (E) Key Items: Githyanki Silver Drow Long Knife, Shared Valor Armor This build has more damage buffs than you'll know what to do with! It also excels at handing out temp HP, which is capitalized upon by Shared Valor Armor. Every hit applies a -2 penalty to attack thanks to Psychic Lock + Githyanki Silver Weapon!

Wisdom Versatile Artificer, level 11


Race: Githzerai Class/Path: Artificer/Academy Master Healing Infusion: Resistive Formula Array: Str 13, C on 13, Dex 11, Int 21, Wis 21, C ha 9 (Str 12, C on 12, Dex 10, Int 16, Wis 16, C ha 8) Feats: Mark of Warding, Psychic Lock, Weapon Proficiency (Drow Long Knife), Arcane Implement Proficiency (Heavy Blades), Versatile Expertise (Heavy Blades, Heavy Blades), Enhanced Resistive Formula, Iron Formula At-Will Powers: Magic Weapon, Ethereal C hill Encounter Powers: Learned Boost, Debilitating Intercession, Shocking Feedback, Scouring Weapon Daily Powers: Healer's Momentum, Flameheart Defender, Punishing Eye Utility Powers: Healing Figurine (D), Energy C onversion (E), Swift Mender (E), Memory of a Thousand Lifetimes (E) Key Items: Githyanki Silver Drow Long Knife, Shared Valor Armor The Wisdom-based Versatile Artificer is almost the same as its C onstitution-based counterpart, except it's less focused on damage buffs and more focused on healing. It also uses summons competently. The Githzerai version has an extremely potent Resistive Formula that grants +2 to all defenses!

Sharpshooter Artificer, level 11


Race: Deva Class/Path: Artificer/Spell C ommander Healing Infusion: Resistive Formula Array: Str 13, C on 13, Dex 11, Int 21, Wis 21, C ha 9 (Str 12, C on 12, Dex 10, Int 16, Wis 16, C ha 8) Feats: C rossbow C aster, Weapon Proficiency (Superior C rossbow), Psychic Lock, Versatile Expertise (C rossbows, C rossbows), Potent Restorables, Weapon Focus (C rossbows), Speed Loader At-Will Powers: Magic Weapon, Ethereal C hill Encounter Powers: Spell Tracer, Debilitating Intercession, Shocking Feedback, Scouring Weapon Daily Powers: Healer's Momentum, Flameheart Defender, Punishing Eye Utility Powers: Healing Figurine (D), Energy C onversion (E), Swift Mender (E), Memory of a Thousand Lifetimes (E) Key Items: Mindiron C rossbow The Sharpshooter plays it safe from the back lines, offering buffs to ranged party members and healing to the front line! Allies will surely appreciate the -2 penalty to attack that you apply every shot thanks to Mindiron C rossbow + Psychic Lock!

Summoner Artificer, level 11


Race: Githzerai Class/Path: Artificer/Bonded Summoner Healing Infusion: Resistive Formula Array: Str 13, C on 13, Dex 11, Int 21, Wis 21, C ha 9 (Str 12, C on 12, Dex 10, Int 16, Wis 16, C ha 8) Feats: Hide Armor Proficiency, Weapon Proficiency (Drow Long Knife), Arcane Implement Proficiency (Heavy Blades), Versatile Expertise (Heavy Blades, Heavy Blades), Toughness, Psychic Lock, Arcane Initiate (Winged Horde) At-Will Powers: Magic Weapon, Ethereal C hill Encounter Powers: Debilitating Intercession, Shocking Feedback, Halo of Thorns Daily Powers: Dancing Weapon, Obedient Servant, Fireburst Armor Utility Powers: Healing Figurine, Energy C onversion, Reinforced Minion Key Items: Githyanki Silver Drow Long Knife Apply Flameburst Armor to your summons to entice enemies to waste their attacks on them! This works especially well with Obedient Servant, as you'll get an extra Wis-mod damage out of the deal. Load up on feats to increase your hit points and defenses to make the most out of your summons.

Polearm Artificer, level 12


Race: Eladrin Class/Path: Artificer/Battle Engineer Healing Infusion: Resistive Formula Array: Str 15, C on 12, Dex 15, Int 21, Wis 17, C ha 9 (Str 14, C on 11, Dex 12, Int 16, Wis 14, C ha 8) Feats: White Lotus Riposte, Weapon Proficiency (Glaive), Arcane Implement Proficiency (Heavy Blades), Versatile Expertise (Heavy Blades, Heavy Blades), Vanishing C oncoction, Heavy Blade Opportunity, Polearm Gamble At-Will Powers: Magic Weapon, Ethereal C hill Encounter Powers: Greater Magic Weapon, Gale-Force Infusion, Hypnotic Distraction, Shielding C ube Daily Powers: Lightning Motes, Dancing Weapon, Punishing Eye Utility Powers: Healing Figurine (D), Energy C onversion (E), Swift Mender (E), Fey Step (E) Key Items: Any Glaive The Polearm Artificer tries to entice enemies to attack him through possessing Energy C onversion and a handful of healing powers. When the enemy does try to attack him, he gets attacked by Magic Weapon twice thanks to Polearm Gamble and White Lotus Master Riposte!

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Races, PHB
Dragonborn - Bonus is to two dumpstats. Their only perks are Dragon Breath keying off of C on, and you might be able to do some things with Rod of the Dragonborn and Wintertouched/Lasting Frost. Still, it's probably better to pick a different race. Dwarf - Bonus to both secondary stats is nice, especially since Artificers can make significant use of both at once (unlike Sorcerers and Fighters for example, who need to pick a particular build option to make use of only one particular secondary stat). Still, no Int, and the minor action second wind isn't as amazing as normal because Artificers have such great healing and are good at staying out of trouble. Furthermore, the hammer bonus is somewhat of a trap, as leaders (or Artificers, at least) care less about extra damage than getting those hit effects off (making higher proficiency more important). Eladrin - +Int is great, +Dex helps them qualify for feats. They have a handful of good racial feats, and Eladrin Soldier gives them access to tratnyrs, which are amazing for Artificers since it allows them to have access to all of their powers (with an implement in the offhand). Elf - Normally elves excel at any class, but elves' perks aren't particularly helpful here. Artificers need to be next to their allies for many of their powers, so their extra movement isn't as helpful as it normally is, and Artificers don't need to hit with their daily powers most of the time, so the reroll ability isn't as beneficial as normal. The bonus to Wisdom is really their only saving grace. Half-Elf - +C on and Versatile Master keep this race viable without +Int. If someone comes up with a clever use of Versatile Master, I'm willing to bump this race up a notch. Halfling - Bonus to unnecessary stats and weapon limitations make this a pretty bad pick for Artificers. Human - Extra feat, skill, and at-will, and a nice defense boost. Always a good choice. Tiefling - +Int and has good racial feats. Normal rules for Tiefling optimization apply.

Races, PHB 2
Deva - Gets a bonus to the right stats. A great choice for polearm builds, MC ing in divine classes, and for people who like to crank their healing potential to the max. Gnome - +Int brings it up a notch, but small size hampers it. Still, it works quite well for certain builds as long as you avoid the weapons that it can't use. Goliath - There are better options. Half-Orc - Wrong stats, and you aren't trying to be a striker, so the racial isn't too helpful. Shifter (Longtooth) - Thanks to the new feat Shifter's Energy, Longtooth Shifter Artificers can provide an awesome buff to an ally all day. Shifter (Razorclaw) - Wisdom is definitely the worse of the Artificer's secondary stats, so a boost there isn't overly amazing. Their other stat boost is likely to be dumped.

Races, PHB3
Githzerai - Excellent Wisdom Artificers thanks to their stat placement and great racial power. Their racial feat grants them several great weapon proficiencies (even if they're not absolutely perfect, it's nice to have for the first few levels) and a nice damage bonus to boot. Minotaur - Not particularly good stat placement, and your melee basic attack is likely not very powerful. Shardmind - Another excellent race for Wisdom Artificers. Their racial feat is perfect for Sharpshooters, as it can get them out of some serious trouble if they get surrounded. Wilden - The stat placement isn't very helpful thanks to its lack of an Int bonus, and the racial powers are also lackluster for Artificers.

Other Noteworthy Races


Changeling (EPG) - Slightly worse than Tieflings, but still quite viable. Genasi (FRPG) - +Str isn't overly helpful, but they're one of the few races that can pull off the polearm build effectively. Githyanki (MM) - The only race that gets +Int and +C on, which is perfect for Artificers. Unfortunately, no feat support yet. Shadar-kai (MM, D372) - Same as Eladrin, except with the ability to gain insubstantial and without the predisposition to spears. Has great racial feats as well. Warforged (EPG, D364) - Make for fairly sturdy Artificers and get a bonus to their better secondary stat. However, they don't have an Int bonus and there isn't anything about them that is particularly synergistic with the class.

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Heroic Tier, General


Accurate Magic Weapon (EPG) - If you have nothing else to take, there are worse options than this one. Arcane Implement Proficiency (AP) - You might want to take something like proficiency in Heavy Blades. This feat is one of the ways to solve your implement juggling problems, making it an excellent choice. It also saves you gold since you only have to invest in one weapon/implement instead of several. Armor Proficiency (Hide) (PHB) - If you have the stats for it, take it. You should be able to by paragon. Crossbow Caster (D381) - An absolute must for Sharpshooters and other primary crossbow users. Disembodied Hand (D374) - Really the only amazingly noteworthy familiar feat worth pointing out for Artificers. If you're taking a familiar for flavor reasons, then you probably aren't too worried about whether or not it's optimal. Ask your DM if you can just refluff this feat, though, because it's probably the best one that you can take. This feat is one of the excellent solutions to your implement juggling dilemma. If you already have that problem solved, then you may want to pick something else. Dual Implement Spellcaster (AP) - If you have your offhand free somehow, you may as well take this. I don't see that happening very often, though. Elemental Infusion (Genasi, D387) - Only for Earthsoul Genasi, as they're the only ones that get a useful benefit from this feat. That +1 to saves is quite handy. Hafted Defense (PHB3) - Polearm wielders get some nice extra defense. Implement Expertise (PHB2) - If somehow you end up only using implements, then you'll need this feat. Seems unlikely, though. Iron Formula (Githzerai D387) - Gives Githzerai Artificers a reason to use Resistive Formula more often, as it gives allies a very, very nice defense bonus. Especially awesome with Mark of Warding. Mark of Healing (EPG) - Saving throws on every heal is awesome, especially at higher levels. Mark of Storms (EPG) - If you use a Lightning Weapon, it can add a nice touch of control to your powers. Even if you don't, it can be useful combined with Lightning Arrows and immediate interrupt powers to negate attacks. Mark of Warding (EPG) - Makes your Resistive Formula and any other defense-boosting powers gain +1 to their bonus. Very handy. Master Crafter (EPG) - Make better magic items faster. Melee Training (PHB2) - Not really necessary, but if you find yourself making a ton of opportunity attacks or basic attacks, you might want to grab this. Potent Restorables (EPG) - A good boost to your healing powers, of which you have plenty of. Shifter's Energy (Shifter, D387) - Gives one ally the awesome benefits of your Longtooth Shifting whenever you use it, so long as he never expends Augment Energy (and with this feat, he definitely shouldn't). Speed Loader (PHB2) - If you're using a crossbow, then you want this. Skill Power (PHB3) - A good power for a feat is a very nice trade. Superior Implement Training (PHB3) - This rating comes with a qualifier. It's only for implement-only Artificers (which isn't a wonderful idea). If you do make such an Artificer, grabbing an Accurate implement is very helpful. Toughness (PHB) - Extra HP never hurts. Vanishing Concoction (Eladrin, D387) - You can use the free action teleport just as an enemy hits to negate the attack, which is simply awesome. It also comes with the side benefit of the ally being able to reposition himself, which isn't negligible at all. Versatile Expertise (PHB3) - Lets you deal with weapon/implement juggling much more easily than the other expertise feats. Almost every Artificer should take this. Weapon Expertise (PHB2) - Artificers who forego implement powers take this feat. Weapon Focus (PHB) - Free extra damage for most of your powers. Weapon Proficiency (PHB) - Artificers start with horrible weapons, so pick up a better one unless you're Eladrin or something. Githzerai Blademaster (Githzerai, D378) - Heavy blade weapon proficiencies and boosted focus all in one go, includes superior equivalents. A much better option for Githzerai. White Lotus Riposte (D374) - Punishes enemies heavily for attacking you. It will either keep you safe or

hurt the enemies badly. Wintertouched (PHB) - Artificers can use Wintertouched/Lasting Frost fairly competently.

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Paragon Tier Feats


Armor Specialization (Hide) (PHB) - Extra AC that you don't have to go out of your way to qualify for. Enhanced Resistive Formula (EPG) - Literally doubles the effectiveness of your already awesome healing infusion feature. Heavy Blade Opportunity (PHB) - Buff your allies as an OA. Excellent in conjunction with Polearm Gamble. It's hard to qualify for, but particular builds work off of this specifically (see the builds section below). Lasting Frost (PHB) - C ombined with Wintertouched, every attack does 5 extra damage and benefits from C A. It's not quite as abusable for Artificers as it is for, say, Rangers, but it's still nice. If possible, I'd recommend using Psychic Lock instead, though. Paragon Defenses (PHB2) - A bonus to NADs is always welcome. Polearm Gamble (PHB) - Again, hard to qualify for, but if you do it's amazing. This, combined with Heavy Blade Opportunity, is what makes polearm builds work so well. Psychic Lock (PHB) - If you are using a heavy blade or a crossbow, make it a Githyanki Silver Weapon or a Mindiron Weapon. This feat works wonders with those items and is probably better than Wintertouched/Lasting Frost for Artificers. Rakshasa's Claw (D374) - If you have a Disembodied Hand, retrain to this when you can, but not until you've finished using your retrains to swap out whatever feats you want to ditch from heroic tier at early paragon. Rapid Infusion (D381) - Useful if you find yourself having trouble managing your actions, which may happen if you have a lot of sustain powers and/or summons. Reserve Maneuver (PHB2) - If you took a weird paragon path that has a bad encounter power, this feat will remedy the situation. Versatile Master (Half-Elf, PHB2) - Gives Half-Elves another at-will power. While yours are pretty awesome, getting another one from anyone else's list is plenty awesome. White Lotus Master Riposte (D74) - If an enemy attacks you, you get to retaliate and buff your allies. Sweet.

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Epic Tier Feats


Bow Mastery (PHB2) - No requirements! If you're using a crossbow, take this. Defensive Enchanting (D381) - Opens up your tactical options significantly. Epic Fortitude/Reflex/Will (PHB2) - A huge untyped bonus to a single NAD. Quite worth the feat slots. Epic Resurgence (PHB) - Always nice to have. Quickened Spellcasting (AP) - Your At-Will powers are quite good, and this lets you fire off another one 1/encounter. Reinforced Healing (EPG) - You could do worse than this feat. Robust Defenses (PHB2) - Retrain Paragon Defenses to this at epic.

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At-Will Powers
Aggravating Force (EPG) - Definitely overshadowed by Magic Weapon. Even if you do take this, retrain it for Magic Weapon in epic, since Magic Weapon's bonus to attack rolls matches this power's bonus at that point. Ethereal Chill (Wis, D381) - Finally, a worthwhile second at-will power for Wisdom Artificers. Offers good incentive for the enemy to avoid attacking your ally. Magic Weapon (EPG) - One of the premiere at-wills in the game, this gives a bonus to attack and huge bonus to damage rolls to all adjacent allies. Even works with both secondary stats. Quite an excellent power. Use this when you have two or more adjacent allies. Static Shock (Con, EPG) - normally but with Master's Wand. If you have an investment in C on, this is a rather hefty decrease in damage. Sorta lets you act like a swordmage-lite. With the Master's Wand you also get to buff all adjacent allies with equal damage boost making it ideal for solos and elites when they party is clustered around them instead of around you. Makes a good case for always keeping C ON high even if you think you want to go WIS. Thundering Armor (EPG) - At-will push is kinda nice, but the defense boost is small and the power targets fortitude. Unbalancing Force (PHH2) - Attacks fortitude, and the target has to be hit twice for the push to take effect.

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Level 1, Encounter
Burning Weapons (Con, EPG) - Similar to Magic Weapon, except the buff has a little more range and affects you. It really should have done 2[W] to distinguish it a little more. Drain Speed (D381) - Single target slow and a marginally useful speed boost for an ally. Would be about baseline if it wasn't implement vs. AC . Halo of Thorns (Wis, D381) - Slightly more damage than Ethereal C hill, greater range, but the damage is of a more oft-resisted type. Scouring Weapon (EPG) - Not a bad debuff, and the extra damage is welcome. Shielding Cube (EPG) - C overs your allies when they swarm an enemy if you decide to hang back. Spike Wire (Wis, EPG) - Again, Magic Weapon is probably better in most cases, but this is a bit more useful against solos and elites when your entire party focuses fire.

Level 1, Daily
Caustic Rampart (EPG) - Walls are generally nice, but this one doesn't do anything amazingly special. Flameburst Armor (D381) - Interesting, but not very effective overall as it takes up your standard action every turn. Be sure if you use it on someone who can take advantage of the marks (such as a Fighter or Warden, or an Obedient Servant summon). Formerly known as Fireburst Armor. Icebound Sigil (Con, EPG) - A very nice offensive boost. Rangers will love you, and Barbarians may want to MC into this class to pick up this and similar powers (since you don't need an attack roll for it to activate). Life-Tapping Darts (EPG) - Grants less temp HP than your healing infusion, and the damage isn't great. It also doesn't scale well. Pass on this. Obedient Servant (Wis, EPG) - Not a bad little summon at all, especially for Wisdom Artificers. Punishing Eye (D374) - An absolutely enormous damage buff that takes minimal positioning to be effective. C an't be destroyed either, unlike summons. War Proxy (D371) - Only Sharpshooters would need the extra range, and even then they'd only need them on implement attacks.

Level 2 Utility
Arcane Mutterings (PHB3 - Skill Power, Arcane) - Normally, I wouldn't include an out-of-class power unless it was particularly good, but this power is useful if you're absolutely desperate for a party face. Arcane Anchor (D381) - C ould be somewhat useful situationally but still isn't up to baseline. Why the trigger isn't 'any forced movement' is puzzling to me. Arcane Springboard (Wis, EPG) - The bonus movement isn't enough to justify having to move through a specific square. It's just far too situational to be useful. Bolster Armor (EPG) - Not a huge boost, but helpful and can save you in a pinch. Fast Hands (PHB3 - Skill Power, Thievery) - C ombined with the feat Quick Draw, this solves your implement juggling problems. If you already have a solution to that, though (such as Arcane Implement Proficiency, which costs the same amount of feats and leaves your utility power open), then ignore this rating. Reinforced Minion (EPG) - If you're a summoner, you'll get a lot of mileage out of this power. Restorative Infusion (EPG) - A rather large boost, and it's versatile. Swift Mender (EPG) - A way to grant saving throws every encounter is always welcome. Use Magic Item (EPG) - Most of the time, a daily item power isn't a good trade for a utility power. Now that Salve of Power has been nerfed, that's especially true.

Level 3 Encounter
Altered Luck (Wis, EPG) - A bunch of small, helpful boosts, but nothing too amazing here. Force Infusion (Con, EPG) - Weapon vs NAD means that it's quite accurate. Extra damage and a nice controllery effect. Hypnotic Distraction (Wis, D381) - A decent alternative to Repulsion Strike for Wisdom-based Artificers. Lightning Sphere (EPG) - AoE debuffs are nice, and it only hits enemies. Just granting combat advantage isn't anything to write home about, however. Repulsion Strike (Con, EPG) - Weapon vs. NAD, 2[W], and a huge debuff. C an't ask for more.

Shocking Feedback (D381) - You get to pretend to be a Shielding Swordmage for a round, except you'll be better at it thanks to the DR lasting until the end of your next turn. It also does good damage (which is especially true since you're not using your standard action up for the attack). If you have Mark of Storms, you can negate melee 1 and close burst 1 attacks by sliding the target out of range. An excellent power.

Level 5 Daily
Corrosive Sigil (Con, EPG) - The extra damage is meh, but the debuff is quite nice. Leave the damage boost on until the Solo or Elite's cronies are dead, then take advantage of that big AC penalty. Dancing Weapon (EPG) - Minor action attacks are quite nice, but you lose the ability to use weapon powers. Flameheart Defender (Wis, EPG) - Defender en-lite. Ability to mark is nice, and it goes kaboom when it dies. A fairly good summon. Predatory Shards (EPG) - Meh damage and the creation of a nonabusable zone. It does barely any damage and can only apply that damage once per round. Don't bother with this power. Thunderclap Armor (D381) - The autodamage is alright, but the standard action attack that it gives you is worse than your at-wills and goes against the benefit that the armor provides. Warweaver's Tether (Wis, D381) - Makes it nearly impossible to separate you from an ally, allowing you to get into position for Magic Weapon more easily.

Level 6 Utility
Animate Helper (Wis, EPG) - I'm not big on skill boosting powers, but this one is pretty good. Energy Conversion (Wis, D381) - Pretend to be a Shielding Swordmage, except you'll be better at it in heroic tier thanks to you granting temp HP on top of it. Guided Shot (PHB3 - Skill Power, Perception) - You're a leader, right? Well letting your ally target a weaker defense when he whiffs on a big daily is pretty darn leaderly. Flavor fits in perfectly with the Spell C ommander PP. Healing Reserve (Wis, EPG) - Makes one heal a freebee and boosts it by a bit. Would be better if it was an extra heal. Also note that your healing infusions can't benefit from this power (you don't spend a healing surge when you get healed by it), and the ability to pool healing surges already makes this otherwise decent power a bit unnecessary. Insightful Warning (PHB3 - Skill Power, Arcana) - It's like Shield, but a little weaker and affects allies who are also targetted. All in all, a solid power if your group tends to bunch up. Phantom Structure (EPG) - Very situational, and there are better ways to get around difficult terrain. Regeneration Infusion (Con, EPG) - Excellent power. Good regeneration and can be used as an extra heal in a pinch. Might even be Sky Blue. Swift Recovery (PHB3 - Skill Power, Heal) - This power can be pretty good if you have an ally with extra benefits for using a second wind (such as a Warden). Otherwise, there are much better utility powers available.

Level 7 Encounter
Debilitating Intercession (D381) - Not quite an intercession because it's a reaction, but still very good thanks to it being an out-of-turn attack. Useful for protecting someone when you think that they're going to get swarmed. Gale-Force Infusion (Con, EPG) - This power is really good at saving an ally in a pinch. Icy Weapons (Con, EPG) - Applying slowed is nice, and the buff (that affects you as well) is contained in an effect line. Runic Resistance (Wis, EPG) - Having resistance for one turn isn't particularly helpful. Sphere of Reality (D381) - Superior C rossbows have a range of 20 squares. If you use this power from 10 squares away (its max range) and then move 6 squares, you're still only 16 squares away at max. As such, this power isn't very helpful to those it would have helped the most - Sharpshooters. Vampric Weapons (Con, EPG) - Non-surge healing! Helps out a ton when the party starts to gang up on a Solo or Elite.

Level 9 Daily
Brittle-Skin Missile (EPG) - Every melee ally doing 5 extra damage is quite nice. Healer's Momentum (D381) - Out-of-turn attack that heals an ally that was hurt and provides a ton of temp HP to allies near the enemy, putting that enemy in a whole mess of trouble. Lightning Motes (EPG) - AoE daze that only hits enemies and packs long lasting ongoing damage. Radiant Sigil (Con, EPG) - C haracters with multiple attacks will be regaining a lot of hit points each round. It's also an extra heal for the day if you need it. Using this on a multiattacking striker with a few increases to healing turns that striker into an indestructable machine. Relentless Harrier (EPG) - A normal Lurker-type summon. Doesn't do a whole lot of damage... Static Shell (D381) - Not horrible if you use it on a defender to keep enemies near him constantly. Still, it eats up your standard action and the armor itself has no useful passive bonus.

Level 10 Utility
Dancing Shield (EPG) - A fairly substantial defense boost that lasts the entire encounter and can be transferred. You should get some good mileage out of this power. Healing Figurine (Wis, EPG) - Three extra heals and save grants as a minor action, as well as a boost to all healing and the ability to perform C PR as a minor action. The ultimate healing utility power. Recuperative Enchantment (D381) - What Healing Reserve was meant to be. This one actually works with C urative Admixture. Still, it's better to get extra heals since you don't need to worry about conserving healing surges very much. Sigil of Luck (Con, EPG) - Pretty much an untyped Icebound Sigil disguised as a utility power. Too bad the accuracy bonus doesn't stack with Magic Weapon's. Slick Concoction (EPG) - Lets you rearrange the battlefield quite nicely.

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Level 13, Encounter


Barbed Automaton (Wis, EPG) - It's like Storm Pillar, but more powerful and can help flank. Use as much forced movement as possible in order to completely abuse this power. Bond of Transference (D381) - The effect is much better than granting a save to an ally (as the effect is removed automatically). The nastier the effect that your ally had, the better this power is (especially if the effect was stun or dominate). Best when used against solos with nasty status inducing moves. Energy Shroud (EPG) - A fairly good deterrent of enemy attacks that covers a decent area. Forceful Weapon (Con, EPG) - Large push and knock prone, as well as decent damage. Positive Energy Infusion (Con, EPG) - The amount of healing that this power can provide is truly staggering. Wind of Swirling Flames (D381) - Most leader encounter powers that let an ally shift let them do so for more than 1 square, don't force them to use an action to do so, and grant the shift unconditionally.

Level 15, Daily


Animate Arbalester (EPG) - Fairly powerful attack as a minor action until the end of the encounter, and it benefits from your buffs since it counts as an ally. The only problem with it is you lose your crossbow for the encounter. Bring a spare. Clockroach Swarm (EPG) - You can do more with a level 15 daily power than get C A. Ice Archon's Armor (D381) - The passive benefit would be good, except for the fact that most coldabusers already have Lasting Frost by this point. Luckily, the attack that it grants lets you immobilize, which is good for your defender. All in all, however, this power is still subpar for its level. Lightning Sigil (Con, EPG) - Huge damage boost. Spellmaster's Pawn (D381) - The big 4[W] is nice for Sharpshooters with a superior crossbow, but other than that its usefulness is extremely limited. Stalwart Defender (EPG) - It immobilizes enemies with its attacks, which keeps them next to it to be marked. Good self-contained combo.

Level 16, Utility


Dimensional Mooring (D381) - You have to predict when these effects would happen to you, which can be tricky. Even if you can do that, its usefulness is still quite limited. Good Luck Charm (Wis, EPG) - A 1-shot bonus to a skill check or save as a daily. Most dailies last for an entire encounter, and this is only one round per day. No thank you. Iron-Hide Infusion (EPG) - Gives the whole party a round to do whatever they want, every encounter. Protection from Elements (EPG) - Not bad at all for certain encounters, but isn't as overly useful as some other powers. Vorpal Edge (EPG) - I know that I'm gonna take a lot of flak for rating this power so low, but hear me out. There are couple reasons why I've rated this low: C haracters that get the most out of this - characters maximized to take advantage of crits - either already have an 18-20 crit range or can't rely on this power often enough to take maximum advantage of it. Another reason is that the calculated damage boost offered by critical hits is highly dependant on the law of averages. That means while it offers a fairly static benefit over a long period of time, in each encounter the amount of benefit it provides varies wildly. Since you can only use it once per day, you can't really count on it to pay off all of the time. Since it's so high risk and not an enormous amount of benefit over what you normally get, I can't really say that it's amazing.

Level 17, Encounter


Addling Pattern (D381) - C an be very useful if used correctly. Just be careful - use it at the wrong time and it actually helps your enemy. Arsenal Transference (Wis, D381) - Using your awesome at-wills out of turn is, well, awesome. Earth's Embrace (Wis, EPG) - C an force enemies to swarm an ally. C ould be handy, but for such a high level power it should offer at least a small buff. Radiant Burst (EPG) - A huge heal and daze. This can go a long way to saving your ally in a pinch. Skipping Shot (EPG) - Two dazes ain't bad, but it's low damage and ranged weapon only. Unstable Infusion (EPG) - Bowling for people!

Level 19, Daily


Burrowing Projectile (EPG) - No matter how long it lasts, ongoing 5 damage just doesn't cut it anymore at this level.

Clockwork Acid Wasp (Wis, EPG) - A fair amount of ongoing damage whenever you want, and goes kaboom when it dies. C ertainly better than Burrowing Projectile at least. Grasping Rope (EPG) - Makes it really hard for enemies to move more than one square. Hellfire Sigil (Con, EPG) - A very nice buff, just like most of this line of powers. Note that the other effect stacks with ongoing damage. Planetstorm Anchor (D381) - Not bad for sticking next to an ally that you really want to remain next to. Radiant Forcefield (D381) - This power has no redeeming features at all. C A, at level 19? The attack doesn't even scale properly since it doesn't have a damage roll.

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Level 22, Utility


Bag of the Four Wings (Wis, EPG) - Rearrange your allies to your liking. Cure-All Admixture (EPG) - A get out of jail free card, and gives you a nice boost to saves for the rest of the encounter. Diminutive Bodyguard (EPG) - Resist damage for the entire encounter, and +4 AC to an ally once a turn?! Sign me up! Any Artificer build can make extensive use of this power. Hero's Elixir (EPG) - A very potent heal that doesn't even necessarily use up a healing surge. Opportunistic Enchantment (D381) - Fairly situational, but makes an ally's OA extremely accurate and crit-tastic.

Level 23, Encounter


Armor of Acid (Wis, EPG) - C an stop an ally from getting swarmed, but it isn't incredibly useful. Beetle of Force (EPG) - Lots of prone people is nice, but it's epic tier already. Multiattacking saves this power a bit. Chaos Weapon (Con, EPG) - Big buff to a wide area and you can take advantage of a vulnerability if the target has one (and by now someone likely has Lasting Frost anyway). Mental Beacon (D381) - Odd that it only works for allies' ranged attacks. Still, gives them a nice accuracy and crit-chance buff. Prismatic Strike (EPG) - Multiattack power, huge debuff, a nice push, and knocks prone. Oh yeah, and all three attacks are Weapon vs NADs, making it highly accurate. Probably the best encounter power that the Artificer has. Rejuvenating Intercession (Wis, D381) - It's Healer's Momentum, the encounter power version (and it doesn't lose much in that conversion at all).

Level 25, Daily


All-Consuming Missile (EPG) - Does a fair amount of ongoing damage. Ranged only. Armor of Storms (D381) - C ausing daze is this power's only saving grace. By now you should be doing much better things with your standard actions. The damage is laughably bad as well. Brittle Frost (D381) - Weakened is a great status effect, and it gives all of your allies a damage boost. Pretty good. Dimensional Shifter (EPG) - Keeps an enemy controlled pretty well - it can either not move or be teleported 3 squares by the OA. Life-Shock Sigil (Con, EPG) - The once per round clause hurts, but it's still a good amount of healing. Spending a surge and stunning the enemy in a pinch keeps this power above the baseline. Trio of Biting Blades (EPG) - As long as the DM makes the correct decision (and it's not too complicated of a decision), then the effect of this power is strictly worse than ongoing damage. See the Brash Strike argument for details.

Level 27, Encounter


Grave-Dust Cloud (Wis, EPG) - Massive amounts of healing and a decent buff. Remember that you only need to hit once to get the whole hit line's effect. Life-Stealing Shroud (EPG) - Remember that this type of power doesn't eat up your Immediate Action or OA. Does quite a bit of damage to enemies with multiattacks or AoEs. Living Caltrop Swarm (Wis, EPG) - It's an AoE, and the damage isn't awful. Retribution Magnet (D381) - Off action attack goodness with a sizable attack bonus as well. Thunder-Shock Weapon (EPG) - Swordmages get a stun encounter power at level 13... This isn't gonna cut it. Vitality Siphon (Wis, D381) - Wis Artificers hand out temp HP like candy. Especially good against solos.

Level 29, Daily


Auramorphic Armor (D381) - Finally, a useful armor-buff power (too bad it's a capstone). The variable resistance can be useful for a variety of encounters and the standard action attack that it grants can keep an ally that is near death perfectly safe. As with all variable resistance powers, your mileage may vary depending on your DM's tendencies. Bitter-Frost Bolt (EPG) - Weapon vs. NAD and 10 extra damage for each attack. Very nice. Haste Sigil (EPG) - A little bit of extra speed as a capstone daily? Seriously? One extra standard action isn't enough to justify taking this, especially since Wizards get that as an encounter power.

Runes of the Shadow Tendrils (EPG) - Gives an ally a huge defensive boost for the encounter. Remember that the attacker gets blinded before he actually calculates the attack roll. Simulacrum (EPG) - You get all of your encounter powers back, and when you've used them all up again, you get to use one of your dailies again. Truly worthy of a capstone power. Tactical Detonation (D381) - C an hand out a fair amount of MBAs.

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Artificer Paragon Paths


Arcane Armorer (D381) - This path causes the resistances that you grant to be quite high. Its powers are also pretty good (too bad Protective Recall isn't an interrupt, though). Unfortunately, this path requires you to take Shielding Elixir, which means that you lose Resistive Formula, a power that protects much better than anything that this path can offer. Battle Engineer (EPG) - A great path for many traditional Artificers, even post-errata (Fleeting Dweomer was nerfed to a daily, and Brutal Enchantment no longer stacks with other brutal effects). Aggressive Action lets you perform a decent mini-nova. The other path features make your buffs very painful. Fleeting Dweomer is a very good power even as a daily. Greater Magic Weapon is also solid. Clockwork Engineer (EPG) - Not a bad path for summoner artificers who don't want to pick up another class' paragon path or who have already multiclassed into something else. Self-Forged (EPG) - When all is said and done, this path doesn't do anything particularly unique or overly effective. It has excellent flavor, though. Spell Commander (D381) - A path that rivals Battle Engineer for Sharpshooters. It removes the C rossbow C aster feat tax and hands out plenty of melee basic attacks. Its level 16 feature can be exploitable with the right setup. Especially good if you have an Arcane striker or controller in the party.

Other Paragon Paths


Academy Master (D374) - Artificers have amazing at-wills, and this path makes them better. Also, Master's Surge + Prismatic Strike = tons of damage and multiple good effects become (save ends). Cannith Mastermaker (EPG) - Now that Salve of Power has been nerfed, the extra item dailies is a bit overkill. Luckily, the path lets you trade them in for encounter powers, which is useful enough to keep this path alive and healthy. Lyrandar Wind-Rider (EPG) - This path is pretty good for C on Artificers with a lightning weapon. Think of it as constantly having the benefit of your own Magic Weapon power active. All other Artificers can skip this one. Bonded Summoner (AP) - This path is probably the best path for summoner Artificers. The extra teleports are nice and your summons gain a big boost to durability due to the level 16 feature and the utility power. It doesn't require a secondary stat, so it's good for any type of artificer who loves summons. Rimetongue Caller (AP) - Another good path for summoners, especially if you're cold oriented. This one is a bit more offensively minded.

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Epic Destinies
Archlich (AP) - Very thematic and good for defensively oriented Artificers. Archmage (PHB) - Lots of extra dailies and a good revival power. Only for Artificers with multiclass Wizard. Chosen (PHB, FRPG, DP) - Great features and free pick of several excellent utility powers. Eternal Seeker (PHB) - Artificers already have a bunch of amazing powers, but the potential of this destiny is high and keeps rising. To get the most out of it, see Litigation's guide. Lorekeeper (PHB2) - Half-price rituals and a nice damage buff once per encounter, as well as a fairly awesome level 30 ability. Planeshaper (DDI) - Bonus to Int and an extra use of your favorite encounter power. The utility power gives your entire team a full round of breathing room, which can be a life saver. Sage of Ages (AP) - Keeper's Prescience is really good. Your Arcana check should be high enough for Trick of Knowledge to be a substantial boost as well.

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Weapon Types
Axes - Axes are all about damage, and you aren't. Noteworthy Selections: Double Axe - At least you get some defense out of the feat. Handaxe - With this in one hand and an implement in the other, you have access to all of the Artificer powers. Not bad, actually.

Bows - Low proficiency bonus for higher damage, which isn't what you want as an Artificer. Nice long range is nice, but you have to spend a feat to gain proficiency. Noteworthy Selections: Greatbow - If you're going to spend the feat, you may as well get this.

Crossbows - Ranged weapons that you have proficiency with right away. If you want to drop a feat to upgrade your weapon, the superior version has a +3 proficiency bonus, which is exactly what you're looking for. C an now also be used as an implement. Also qualifies for the glorious Mindiron weapon enchantment, which works wonders with psychic lock. The only downside is that you lose all possible melee options. Remember to take the Speed Loader feat. Noteworthy Selections: Hand C rossbow - You start with proficiency in this. Only takes up one hand, leaving the other one open for implements. Superior C rossbow - I guess R&D got lazy when naming this. Still, packs an enormous range and has a +3 proficiency bonus, which is quite rare for a purely ranged weapon.

Flails - Has weird feat support that you probably won't qualify for, but the weapons themselves aren't bad. Shadar-kai might go with Spiked C hain for flavor reasons and won't be gimped in doing so. Noteworthy Selections: Triple-headed flail - The bastard sword for those of us with three balls. Spiked C hain - for two feats, Shadar-kai get a +3 proficiency weapon with reach and +1 AC . C ertainly a workable option.

Hammers - See axes for why they're bad. The only reason that they're better is because Hammer Rhythm keys off of your secondary stat, but the high Strength requirement is still far too much of a stretch to call this weapon group good for Artificers. Noteworthy Selections: Throwing Hammer - See handaxe.

Heavy Blades - Most of these come with a +3 proficiency bonus. This book packs a new option for heavy blade users to go ranged, which rocks (ED: Drow Long Knife in EPG? Farbond Spellblade in AV2? Psychokinetic Weapon in PHB3?). Most are one handed, so you can use an implement in your offhand and keep your power choices open. Qualifies for Githyanki Silver Weapon as well, which is great with Psychic Lock. If you go with a two-handed option, you can take Arcane Implement Proficiency to make the weapon your implement, saving you a hand and some cash to boot. Noteworthy Selections: Longsword - If you're an Eladrin, you may be happy sticking with this nice freebee. Bastard Sword - The superior version. If you're not an Eladrin, you need to drop a feat anyway so you may as well go for the best. Double Sword - +1 AC . You can still use implement powers with the Arcane Proficiency feat if you need to. If you do, you also qualify for Dual Implement Spellcaster, which is a nice perk. Falchion - Normally going for extra damage isn't optimal, but in this case you don't lose much for doing so. Drow Long Knife - The only heavy thrown heavy blade in the game. C omes with a +3 proficiency bonus. With this in your main hand and an implement in your other hand, you can use all of your powers without sacrificing +1 to hit like you do with most other thrown weapons. Glaive - Doesn't have the high proficiency bonus, but does have reach and the polearm weapon category. C urrently the only 100% reliable way to take advantage of Polearm Gamble and Heavy Blade Opportunity. Zulaat - C ustServe says that Polearm Gamble works with this weapon, but that ruling is dubious at best and completely groundless at worst. Even if your DM doesn't allow that, it's still a decent pick.

Light Blades - They're supposed to be sorta worse than other weapons, but they work to your advantage in this case. Noteworthy Selections: Dagger - +3 proficiency, light thrown, and melee capable. Everything you could want without having to spend a feat. Also usable as an implement if you do spend a feat.

Maces - No feat support, melee only, and the weapons themselves are bad. Noteworthy Selections: C lub - Just kidding. Seriously, don't take this; at least take a mace instead.

Picks - Awful feat support, and there isn't even a superior version of it. Nor a simple version, for that matter, so you have to spend a feat for a bad weapon. Noteworthy Selections: War Pick - You don't care about the offhand property, so go with this if you're dead set on picks for whatever reason.

Polearms - Most of these are reach weapons, which are tactically advantageous. Polearm Gamble is a great feat with a requirement that happens to be a secondary stat. Noteworthy Selections: Glaive - Doesn't have the high proficiency bonus, but does have reach and the polearm weapon category. C urrently the only 100% reliable way to take advantage of Polearm Gamble and Heavy Blade Opportunity. Greatspear - +3 proficiency with reach. Zulaat - C ustServe says that Polearm Gamble works with this weapon, but that ruling is dubious at best and completely groundless at worst. Even if your DM doesn't allow that, it's still a decent pick.

Slings - There are options that are strictly better. Noteworthy Selections: Sling - It's the only one, so I guess you're stuck.

Spears - Excellent feat support and excellent weapons. Eladrin get access to all of them with one feat, as well as a nice damage bonus on top. Noteworthy Selections: Javelin - See handaxe, except you don't have to spend a feat to use it. Greatspear - +3 proficiency with reach. Tratnyr - Likely the weapon of choice for Eladrin Artificers. It's a better version of the Javelin.

Staves - Staff fighting feat makes it a decent choice. For one feat you get a double weapon that also serves as an implement. Noteworthy Selections: Quarterstaff - It's your only choice. Too bad there isn't a +3 proficiency version, as that would make this weapon group a very good choice.

Notable Enchantments
Weapon
Blood Fury Weapon (AV2) - For Longtooth Shifters with the feat Shifter's Energy, this allows you to activate your shifting buff right away for the cost of two minor actions. C arrying around a +1 version of this in the offhand is just fine. Cunning Weapon (AV) - Always helpful for anyone with even a secondary C ontroller role. Flaming Weapon (PHB) - The usual fare applies here for Tieflings. Everyone else should skip it. Forceful Weapon (AV) - If you're using a bow, this is probably the best enchantment for it. Frost Weapon (PHB) - C ombined with Wintertouched/Lasting Frost, you get a nice bonus to attack. The huge damage boost is gravy. Githyanki Silver Weapon (MotP) - C ombine with Psychic Lock for a nice debuff on every weapon attack you make. Grasping Weapon (AV) - A great enchantment for javelins and tratnyrs. The encounter power really screws artillery and flyers. Hungry Spear (AV2) - Makes Greatspears an awesome weapon, as it gets the versatility of a thrown weapon (with a longer range) and has an awesome encounter power attached to it. You'll still have implement juggling problems, though. Lightning Weapon (PHB) - C ombine with Mark of Storm for Slide 1 on every weapon attack you make. Mindiron Weapon (AV) - See Githyanki Silver Weapon, except for bows and crossbows. Rhythm Blade Weapon (PHB3) - If you have your offhand free, you may as well pick up a +1 version of this to get a bonus to AC and Reflex while never having to attack with it. Swiftshot Weapon (AV) - Still quite useful, even post-errata (nerfed to a daily power). Vorpal Weapon (PHB) - This is actually more for an ally. C ombined with Battle Engineer's Brutal-granting ability on a d4 weapon, your odds of stacking extra dice are pretty high.

Implement
Master's Wand of Static Shock - Grants major buff capability to an already amazing power.

Star of Corellon (AV) - One of the few ways to use an implement without occupying a hand slot.

Neck Slot
Cloak of Distortion (AV) - Makes ranged attacks a lot less threatening. Deep Pocket Cloak (AV2) - It's another possible solution to implement juggling if you need it, but it does make you miss out on a good neck slot item property. Mind the weight limit.

Armor
Elven Battle Armor (PHB) - Once per encounter +2 to speed is pretty helpful Shared Valor Armor (PHB2) - Gives you tons of temp hp every time your ally uses Resistive Formula. It also works well with your other temp hp granting powers. Trollskin Armor (PHB) - Regen is nice.

Hand Slot
Gloves of Venom (D367) - If your DM lets you use these with Punishing Eye, they are simply awesome. Shadowfell Gloves (PHB) - See Gloves of Venom.

Head Slot
Headband of Intellect (AV) - If you're using a Githyanki Silver Weapon or a Mindiron Weapon, you may as well grab this nice +1 bonus to attack rolls. No need to upgrade it - leaving it at level 10 is just fine.

Notable Consumables
Note: Be careful about overloading on consumable items - once you use them, the GP you spent on them are gone forever. Try to limit their use to key encounters, specific situations, and when using specific powers where the ammunition is especially beneficial. Lightning Arrow (AV2) - Use it with your immediate interrupt attacks combined with Mark of Storm. In doing so, you'll be able to negate close range attacks by sliding the enemy out of reach of its target. Onslaught Arrow (AV2) - Pretty nice for helping to set up novas for your party. Spider Bolt (AV2) - Fairly good if you catch a group of enemies that are bunched up. Surprise Bullet (AV2) - A nice accuracy bonus to tack onto yourself when you use a daily power.

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