You select two weapons as your arena weapons. If you are not already proficient with these weapons, you gain proficiency with them. In addition, any of your feats that grant feat bonuses to attack rolls or damage rolls with one of your arena weapons apply to your other arena weapon as well.
The wording of this feature is very explicit: any feat that qualifies [grant feat bonuses to attack/damage rolls wth one of your arena weapons] applies in its entirety to your other arena weapon. This means that feats such as expertise or focus wouldn't have to be taken twice for for each weapon, and you gain the benefits of those expertise feats as well. For example:
- Arena Training Fighter Talent
- Select Quarterstaff and [weapon] as your Arena Weapons
- Take Staff Expertise
- Gain +1/2/3 to attack rolls with both weapons, and "When you make a melee weapon attack with [your arena weapons], the weapon’s reach for that attack increases by 1.
Result: Reach 2 with any weapon you choose as your second Arena Weapon. Works well with the Extended Arena Training feat to include additional weapons and their Expertise benefits to all your arena weapons. Good uses for this would be Bludgeon Expertise for additional slides and Sling Expertise for not incurring opportunity attacks with ranged and area attacks.
Sentinels are another option for those who don't want to go fighter; at level 13 Summer Sentinels gain the class feature
Paragon of the Natural Cycle (Summer): Your reach increases by 1 for melee weapon attacks. This is a more straightforward way of getting perma-reach without RAW vs RAI arguments, and the class gets extra damage for staff weapons and so will likely have already taken Staff Expertise (for a permanent Reach 3 with no other shenanigans!)
Feats
Extended Arena Training as mentioned above adds two more Arena Weapons.
Staff Expertise as mentioned above adds reach to staff melee attacks.
Ape's Reach (requires Druid, Wild Shape)
While you are in beast form and you are bloodied, you gain +1 reach with melee basic attacks. A bit situational, but depending on your build could come in handy.
Paragon Paths
Stoneblessed (requires Goliath)
Level 11 feature
Unusual Reach: Your melee reach increases by 1.
Level 12 utility
Summit Advantage: Minor action, until the end of your next turn, you have threatening reach.
Beastblooded Minotaur (requires Minotaur)
Level 16 feature
Savage Apotheosis: Your speed increases by 2 and your reach increases by 1.
Polearm Master (requires Fighter, only applies to reach weapons)
Level 11 feature
Lunging Action: You can spend an action point to increase the reach of your reach weapons by 1 square until the start of your next turn, instead of taking an extra action.
Level 12 utility
Reaching Stance: Until the stance ends, you can make opportunity attacks against enemies within your weapon’s reach.
Level 16 feature
Longarm Grasp: If you’re wielding a reach weapon, whenever an enemy within 2 squares of you and marked by you shifts or makes an attack that doesn’t include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.
Bloodwrath Guardian (requires Warden)
Level 20 attack
Form of the Primal Beast: You assume the guardian form of the Primal Beast until the end of the encounter. While you are in this form, your melee reach increases by 1, and you gain threatening reach.
Dread Reaper (requires Fighter)
Level 11 Reaping Lunge: Range is Melee weapon + 1, shift and attack as an interrupt if they attack someone besides you until the start of your next turn
Stone Keeper (requires Dwarf, Cleric, training in History)
Level 12 utility
Scrape the Sky: Until end of encounter, speed and range increase by 1, extra melee damage.
Half-Giant Thug (requires Goliath)
Level 11 feature
Gigantic Action: Upon action point, increase reach by 1 for that attack or regain stone's endurance.
Longarm Marshal (requires Warlord)
Level 11 feature
Longarm Action: Upon action point, increase reach by 1 until end of next turn with a spear.
Treeborn (requires Wilden)
Level 11 feature
Reaching for the Canopy: When you use a wilden racial power, increase your reach by 1 until the end of your next turn.
Epic Destinies
Eternal Defender (requires Fighter)
Level 24 feature
Godlike Stature: If you are normally Medium or larger, your melee reach increases by 1 square.
Draconic Incarnation (requires Arcane class)
Level 26 attack
Draconic Form: Turn into a dragon for an encounter. Huge, reach 3 and fly speed.
Powers
Form of the Oak Sentinel (Warden 9)
Minor action, until end of encounter you gain +1 reach and have an auto-riposte against melee attacks
Giant's Might (Swordmage 22)
Minor action, until end of encounter you are bigger, stronger and have +1 reach.
Righteous Might (Cleric 25)
Standard action, make an attack, and then until end of encounter you gain +1 reach, extra damage, and speed and AC boost
Items
Greatreach Gauntlets (level 18 hand slot)
Power (At-Will): Minor Action. Until the end of your next turn, increase the reach of your melee attacks by 1 square but take a –2 penalty to attack rolls.
Spear of Urrok the Brave (heroic level, artifact)
"You have threatening reach when you use the Spear. You can make opportunity attacks from up to 2 squares away." Note those two statements are seperate and don't necessarily mean the second overrides the first, more of a clarification. RAW it wouldn't be impossible to consider threatening reach with your entire melee reach.
Dimensional Gauntlets (level 20 hand slot)
Minor action daily power, gain reach +1 and threatening reach until start of next turn. Bonus for Blade of Eldritch Knight as well.
The most obvious way of getting reach is, of course, using a reach weapon. Here is a list of reach weapons, proficiency, type, and feats required to use them (if any).
Glaive: +2, 2d4
Military two-handed melee weapon, heavy blade, polearm
Halberd: +2, 1d10
Military two-handed melee weapon, axe, polearm
Longspear: +2, 1d10
Military two-handed melee weapon, polearm, spear
Trikal: +2, 1d10
Military two-handed melee weapon, axe, polearm
Cahulaks: +2, 1d8
Superior double melee weapon, heavy thrown, flail
Weapon Proficiency (Cahulaks)
Greatspear: +3, 1d10
Superior two-handed melee weapon, polearm, spear
Weapon Proficiency (Greatspear)
Spiked Chain: +3, 2d4
Superior two-handed melee weapon, flail
Spiked Chain Training: Double weapon, stout on one end, off-hand on the other, both 2d4 light blades
Transcendant Ki Focus:
Superior ki focus, blinking, reach
Whip: +3, 1d4
Superior one-handed melee weapon, off-hand, flail
Whip Training: Once per round -2 penalty to the target’s attack rolls against a target of your choice until the end of your next turn.
Zadatl: +2, 1d8
Superior two-handed melee weapon, high crit, polearm, spear
Weapon Proficiency (Zadatl)