Weapons don't have any inherent damage effects. That is determined by the skill used.
As far as Force Charge goes, that should pretty much always be your opener. Any ability that lowers its cooldown and increases the amount of Rage it generates should be a priority. Minimum range reduction is also very worthwhile. I can't tell you the number of times my Jugg, laden down with movement inhibiting debuffs, has been forced to painfully amble over to a guy mere inches inside the minimum range of 10m, all the while being shot in the face.