[[Dnd:Artificer_Handbook_powers_atwill|At-Will]] | [[Dnd:Artificer_Handbook_powers_heroic|Heroic]] | Paragon | [[Dnd:Artificer_Handbook_powers_epic|Epic]]
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 CA.
Ice Archon's Armor (D381) - The passive benefit would be good, except for the fact that most cold-abusers 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: Characters 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) - Can 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) - Can force enemies to swarm an ally. Could 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. Certainly 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. CA, at level 19? The attack doesn't even scale properly since it doesn't have a damage roll.