Dennis da Ogre wrote:
Maybe you didn't read every post?  Because the sentiment of bumping these things is far from universal on this thread.  
I know it's difficult if English is a second language for you so I apologize if this is the case.  Otherwise, consider using paragraphs, spelling, and punctuation they are really helpful if you want people to actually comprehend what you type. 
Lol man, it is second and yea i made 2, 3 spelling mistakes, and more than few shortcut words but those that did understand me are ones i desire to hear cause they are the ones that played dnd for longer time and it is their opinion that i appreciate. No offense ofc, but i get that u did understand everything. Anyway im not here to get english lessons, i escaped those in school, but to discuss spells :D So anyway for those that didn't understand: Pathfinder shortened the gap between primary casting classes and classes like fighter and barb. So making spells again more powerful and versatile is neglecting their previous work. Versatility already exist but i think you don't want to explore it or try it. In 3.5 you had Church Inquisitor which was good for dispeling both for higher checks and for spontaneous casting, so taking 6 dispel magic had point and you could drop those and heal. Combined with a bit of Hierophant and his special, spell power, you can dispel with more than 75% of success rate. Rays get past S.R. and "flaw" of needing to hit target is simply not enough cause it is ranged touch so increasing number of those is also ... well too much. Disintegrate is already spell of ultimate single target destruction, plus it can be used for making holes in anything and for ruining some powerful spells. Other rays, like enfeeblement, are not damage but you have to admit that it can be used till late levels, and in fights with NPCs one of greatest weapons that i ever heard is twin ray, maximized enervation, making absolute destruction over one character. Be it a fighter that will not be able to hit anything and with will save in big minus or wizard that forgot all his 8-th and 9-th level spells. So being a divination school specialist with +10 bonus on initiative or even +5, so we don't make it a level 20 discussion right away. So get +2 from dex, take improve initiative and be a 10 level diviner and you are looking at passive modifier of +11 without some big boost on dex. So that goes as argument for not getting strong combat divination spells.
I'm sorry about new misunderstandings and gamers words, hope didn't make any, or many.