DrSpunj
Explorer
So, the dex bonus to init is about as "relevant" as the extra HP from better con. It's nice, but it's not something where a class that doesn't want the dex for other reasons is going to care that much about it.
I think to a Wizard it's more important, which is why the fact that Int doesn't help Initiative feels like a bigger deal to me. Since both sides are intent on charging and getting all mixed up and/or spread out which powers a Wizard can bring to bear seems to be most open early on in the combat, especially before the mobs go if at all possible.
Even at 1st level in both my groups I've seen the Wizard want to go early to:
- plug a hole with Cloud of Daggers, Flaming Sphere, Freezing Cloud or Icy Terrain
- Blast the mobs grouped up with Burning Hands, Icy Terrain, Scorching Burst, Sleep, or Thunderwave
After the mobs and/or other party members go when everyone's mixed up you can focus on a single mob with several at-wills or use Force Orb selectively at times but then you're still relying on at least 2 mobs being adjacent which frequently doesn't happen or last long with players taking out minions or killing tougher mobs with their own Encounter or Daily powers.
I think it's ironic that a Warlord grants +2 to Initiative with Combat Leader but focuses on Int instead of Dex as a class. At least he doesn't feel the sting from a low Dex because of the ability like the Wizard does.