Thanee
First Post
At higher levels, it is everything that counts. Basically an extra round (whenever that +4 pushes your initiative ahead of the opposition) means a lot, if combat lasts for only 2-3 rounds until total obliteration is reached.MerakSpielman said:Re: Improved Initiative. I think going early on in a round is over-rated.

Anyways, this wizard is not really high level... yet!

Good feats for low level wizards:
Spell Focus / Greater Spell Focus (if you use a lot of spells, which have a save from a single school, absolutely necessary for the spells, that have a save that negates the effect (i.e. Enchantment school)).
Point Blank Shot / Precise Shot (especially at the lower levels, a ranged weapon of some kind (i.e. light crossbow) is a good way to contribute in combat, if you ran out of spells, and even later these feats are useful for ranged touch attacks, i.e. Ray of Enfeeblement, Scorching Ray, Enervation, Disintegrate. Of course, you need a somewhat decent Dexterity (~14) to make good use of ranged weapons.)
More importantly, good spells make a lot of difference. While your feats can enhance your combat abilities a bit, your spells are your major combat abilities!
At 3rd level, these offensive spells are worth looking at (list not complete):
Magic Missile
Sleep
Color Spray
Glitterdust
Web
Tasha's Hideous Laughter
Scorching Ray
Flaming Sphere
Blindness/Deafness
Bye
Thanee