At-Will | [[Dnd:Artificer_Handbook_powers_heroic|Heroic]] | [[Dnd:Artificer_Handbook_powers_paragon|Paragon]] | [[Dnd:Artificer_Handbook_powers_epic|Epic]]
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 Con, 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 CON 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.