I have some experience with an artificer. I play an alchemist, not a fight smith, but there are many overlaps, and much of what I've learned is also true for a fight smith. (Continue with the summary in the last section if you do not want to read everything.)
The Dual Wielder performance is dead weight and should be avoided
If you are still in character creation, I strongly recommend that you drop the Dual Wielder performance and use only a single weapon. (If you've already started to play, your DM may be nice, allowing you to trade your performance for ascent against another.) This performance has minimal impact on your damage since you already have a bonus attack attack through your iron defender. Your iron-defender's attack is +4, dealing d8 + 2 damage. If you renounce this attack and instead attack +1 ylkwa with a second, you attack with +6, dealing 1 + 1 damage on hit (as your bonus attack does not add your strength modifier). This is a slight increase in hit chance and a slight reduction in damage. I did not exactly calculate, but I think the expected damage per round is actually too low less, less if you fight with two weapons, compared to the attack of your iron defender. Regardless of the exact number, the difference in damage per round will be tiny. In addition, the use of TWF means that your iron defender hardly makes attacks during a fight, since your bonus action is not available for issuing commands, which is not very entertaining thematically.
And what do you give up to get and use the Dual Wielder feat? Firstly, using two weapons would prevent you from carrying a shield, reducing your potential AC strength by one compared to Dual Wielder. And if you view a performance as equivalent to an increase in skill values, you'll also miss a +1 for one of your ability modifiers, such as your ability modifier. Intelligence to increase your attack bonus or skill to further increase your AC. I know that human performance does not directly replace an ASI, but the overall point is maintained because you could also get different starting scores if you choose another race without the power. Alternatively, there are any number of other potentially useful exploits that you can choose if you are really out to play a variant human.
So the Dual Wielder costs you a lot because you can do without another power or ASI and can not use a shield, and for all these costs, it essentially has no use and may even be minor reduce Your damage performance. In addition, your companion is much less involved in the fight. Therefore, I recommend dropping Dual Wielder in favor of something else.
Also note that if you drop Dual Wielder, you will not need a second ylkwa, which means you will not need a second weapon infusion. This allows you to select a different infusion for added flexibility.
Your basic attack sequence is to attack with 1 weapon and your iron-defender
So, get out of the way, Your "Basic Attacks" sequence becomes clear: use your action to attack with your ylkwa as either a melee attack or by throwing, and then use your bonus action to order your iron defender to attack. There is no dependency between these attacks, so you can execute these two attacks in any order. Be sure to not only select your defender as a target, but also position him to maximize his defense response, and try to force enemies to attack the defender instead of you or your group as you place him outside the field Combat healing can be done for free mend and even enliven it for the low cost of a single magic slot.
You probably should not throw Arcane weapon or Searing blow during the fight
Now we need to answer the question of when to use your bonus action to make a buff spell look like it Arcane weapon or Searing blow in the first round of the fight instead of attacking with your defender. If you skip a defensive attack, you may lose 1d8 + 2 damage, an average of 6.5. Arcane weapon and Searing blow Both can cause additional damage per round (3.5 on average). In a very rough calculation, you must therefore take 2 rounds of damage from this spell to increase its damage. If you, however just If you gain 2 rounds of damage from the spell, you are little better than a balanced damage balance. and This damage issue is delayed a bit because the attack in Round 1 is skipped. In that case, you used a spell slot to do almost the same damage you would have if you were in 2 turns Not Cast the spell. Really, The fight must take at least 3 turns to earn significant value by casting one of your proposed spells in turn 1. And even over 3 laps, the added value is pretty marginal. In my experience, most fights last no longer than two or three rounds, or at least the result is a foregone conclusion at the end of the third round. In practice, this means that it is very unlikely that you will even gain value by casting these spells during a typical battle. Mostly they are a waste of a magic slot with no real effect.
Casting a spell In front Fight is a good idea
However, if you know a fight is about to begin, but you have not started yet, you can cast one of those spells In front the first combat round and they already have active. In this case, do not miss your bonus action attack for the first move. Therefore, each spell is a good option for dealing 1 additional damage from turn. Arcane weapon In particular, has a duration of 1 hour, so you do not even have to wait until right before the fight to make it work, and you may be able to maintain concentration on it after a fight ends long enough to start the next active-spell fight, giving you even more value from the same magic slot.
Note that if you want to get the maximum value out of these spells, you must keep focusing on those spells. This means that you want a high constitution modifier. If you decide to drop the performance of a Dual Carrier, you can switch to another race that offers a constitutional bonus to improve your ability to concentrate when you suffer damage, or to look at the power of the Warcast that you have Giving you an advantage in saving raises to keep the concentration.
Remember, too Faerie Fire in curve 1
Note that there are several other Artificer first-level spells that can have even greater value in combat. Probably the most relevant Faerie Firewho can hit enemy enemy creatures and you, your iron defender, and all your allies Advantage on every attack against the affected creatures. In the right situation, this may be much more valuable than a first-tier spell slot than the damage it causes Arcane weapon or Searing blow, (The increase in damage results from the increased chance to hit with advantage, as well as the nearly doubled chance of landing critical hits.)
So, to summarize:
- Drop the useless Dual Wielder performance and either do a more useful job like War Caster or switch to a race with better starting ability than human variants. Instead of leading two ylkwa, perform a ylkwa and a shield or change an appropriate two-handed weapon with even more damage.
- Without Dual Wielder, your second weapon infusion is mostly useless to you. Either exchange it for another infusion or use it to raise an ally's weapon you Damage.
- Your basic attack sequence is 1 attack with your ylkwa and an attack with your iron defender. You can do these attacks in any order.
- If you are unexpectedly involved in a fight, you should not fight with any of the Weaponbuff spells unless the fight is expected to take 4 or more turns. Just execute your basic assault sequence from 1 ylkwa attack and one attack from your iron defender.
- If you have time to prepare for battle, consider using one of your weapon spells before the start of combat, then use your basic attack sequence to increase the damage done by the spell.
- Look for ways to support magic like Faerie Fire to increase the damage of your entire group.