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