Shard O'Glase said:
also want to add I'd never take point blank shot or whatever.
1. you are not a crossbow monkey, sure at low levels you will pluck away with it, but soon you will be a spell monkey and even with point blank shot you will be a bad enough shot that a crossbow will be a wasted action.
2. there just aren't enough ray spells to make this worth while for most casters. If you are planing on focusing on ray spells it may be worth it for the + to hit part though weapon focus rays is probably a better idea. The + to damage is useless because +1 to damage on a whatever d6 blast is nothing.
You are a spellcaster focus on that strength, don't shore up a huge weakness in fighting ability to make it a still crappy fighting ability just a bit less crappy. Point blank shot just doesn't help spells as much as most other options unless you're a ray casting fiend who hangs out in short range all day.
Weapon focus ray is a trap--and a bad one at that. It doesn't lead anywhere. Point Blank shot is a much better feat for two reasons:
1. It applies the the wizard's bow or crossbow as well. This is a significant factor until level 8 or so when running out of spells is less of a concern than running out of good spells.
2. It's the prerequisite for Precise Shot. Precise shot is a very valuable feat for any wizard who wants to make good use of ray spells. It also happens to be very good for a low-level wizard plinking away with a crossbow. By itself, Point Blank shot is not so impressive, but as the prereq for Precise Shot, it makes a big difference.
The number of ray spells in 3.5 makes them very good feats--even for characters who are focussing on magic. A sample from the core rules:
0. Acid Splesh, Disrupt Undead, Ray of Frost
1. Ray of Enfeeblement
2. Scorching Ray
3. Ray of Exhaustion
4. Enervation
6. Disintegrate
8. Polar Ray
9. Energy Drain, Meteor Swarm
However, a wizard with a few metamagic feats can add these to the list:
3. Empowered Ray of Enfeeblement
4. Empowered Scorching Ray
5. Maximized Scorching Ray, Quickened Ray of Enfeeblement
6. Quickened Scorching Ray, Empowered Enervation
7. Empowered and Maximized Scorching Ray, Maximized Enervation, Quickened Ray of Exhaustion, Quickened and empowered ray of enfeeblement
8. Quickened, Empowered Scorching Ray, Empowered Disintegrate
9. maximized and empowered enervation, maximized disintegrate, quickened and maximized scorching ray.
A little bit of non-core material expands this even further and negates the primary weakness of focussing on rays in core 3.5--over-reliance upon fire damage and scorching ray:
1. Lesser energy orbs
4. Energy orb spells