Even while we don't really have much AS and damage, magnetic field will make us pretty strong physical damage source, while also helps our team and allowes us to save our structures.
Scouting tool to avoid ganks, lasthit secure tool and, of cource, RQQEE combo allowes us to kill anybody early
Early
Not really good item for Arc in general since consumables nerf, but it fits pretty well ganking theme of this build
Our main farming tool, obviously. We don't really want to skip it since we will get a lot of benefit from it.
Core
Situational Early
Orchid can be good solution early because of 30% additional damage, while also improving our physical damage output
Kind of similar to forcestaff: may be alternative to blink or it's counterpart as getting-out tool
Lategame
Pretty good item for long-range initiation, works pretty nice with tempest double (blink on hero, tempest double, blink on double, flux)
Dagon-Shotgun combo is pretty straight forward, but later into the game we will lack on controlling stuff and will start losing momentum eventually, so Sheepstick will make us not only much more useful for our team, but also increase our kill potential.
Situational
...and even more tankiness. In combo with Octarine makes us pretty scary and hard to kill hero.
Stacks pretty well with all our magic damage theme, while also gives us a lot of attack speed and AoE damage
ALTERNATIVE: Gleipnir
More offensive save item: for cases when we need some sort of save, but not too much, so we can stay in fight
Useful utility item for our team, may be a good item to get if nobody in your team already got it.
Natural upgrade for forcestaff if we have it
Natural upgrade to Orchid and one of the best lategame slots for Arc Warden in general