This build will specifically ignore saving throw shenanigans, because that subsystem just Doesn't Work, especially if you abuse it like you can in 4E. So in the interest of proving just how useless the Seeker / Warlock / Sorcerer really are, I shall present to you an alternate ranged 'striker' build. It vastly exceeds standard or medium-optimized characters of those builds in damage while still being a controller.
Detailed Summary:
Battle Engineer is used solely for the Fleeting Dweomer power, which is used for many reasons. The biggest one is to let us use Resounding Thunder on all of our attacks. A close second is to allow us to use our Mark of Storm feat while letting us switch to a Frost Quarterstaff for extra damage and combat advantage. An even closer third is to let us use the downright overpowered Echoes of Thunder feat. At paragon, if you hit 5 enemies in a blast with it you gain a +10 bonus to damage until the end of your next turn. This bonus damage stacks with itself. And of course there's the +INT damage to all of your attacks, which of course is kind of amazing that it's actually the LEAST of your reasons to want this power. Battle Engineer doesn't give us much else but you didn't need much else to begin with, didn't you?
Archmage is picked for the Epic Destiny in order to spam extra wizard dailies. At level 21 you should easily be using a persistent wizard power along with your Fire Beetle and your Standard Action attack--there's no reason why you shouldn't be getting 4 blast attacks a turn. That said, Demigod is an acceptable alternative as always if you have a short workday.
At level 5, we will get a +1 Lightning Quarterstaff; at level 10, we upgrade to a +2 Lightning Quarterstaff. At level 13 we go to a +3 Frost Quarterstaff and use that for the rest of our career, using Fleeting Dweomer to add the Thunder keyword to all of our wizard powers.
Despite having Druid on the character sheet, we are going to avoid using Wild Shape due to the inability to use wizard powers. When our character gets Salves of Power, all of them will go towards replenishing Summon Fire Beetle; wizard powers get used up as normal, at least until epic where Arcane Mastery will allow our character to spam daily powers. This remains the case until late in paragon, where Quick Wild Shape will be abused to let us use Wizard powers AND quickly command our Fire Beetle summon.
Stats: STR 8, CON 12, DEX 12, INT 18, WIS 18, CHA 10. All level-ups go into intelligence and wisdom. If you're starting at a higher level you may want to put the 13 into dexterity instead--that way you can afford Wizard Implement Expertise in epic. Deva is picked strictly for the bonus to intelligence and wisdom and for the highly useful Memory of a Thousand Lifetimes power. I looked for another race with this stat combination, but apparently only pretty races get a boost to intelligence at all. You gotta love that D&D racism. Constitution is given a slight priority for the most part to make our Beetle summon a bit more durable and to give us an extra healing surge.
Magical Item Wishlist
+3, +4, +5, and +6 Frost Quarterstaves (L13, 18, 23, 28)
+1 to +6 Staves of Ruin (L3, 8, 13, 18, 23, 28)
+1 to +6 Vanilla Magical Armor (L1, 6, 11, 16, 21, 26)
+1 to +6 Cloak of Distortion/Timeless Locket. Depends on how long your workday is. If it's a short workday then at level 14 and beyond you want Timeless Lockets. (L4, 9, 14, 19, 24, 29)
4 Salves of Power (L10)
2 Iron Rings of the Dwarf Lords (L14)
Casque of Tactics (L5)
Siberys Shard of the Mage (Heroic, Paragon, and Epic) (L2, 12, and 22)
Gloves of Ice (L10 and 20)
Rushing Cleats (L7)
2: Weapon Focus: Quarterstaves --> Retrained to Mark of Storm at level 5
4: Enlarge Spell
6: Hybrid Talent: Druid Armor Proficiency --> Retrained to Commanding Form at level 20.
8: Weapon Focus: Quarterstaves --> Retrained to Echoes of Thunder at level 12
10: Student of Artifice
11: Resounding Thunder (will be useless for one level until we get Fleeting Dweomer)
12: Lasting Frost (will be useless for one level until we upgrade to a frost Quarterstaff)
14: Wintertouched
16: Weapon Focus: Quarterstaves --> Primal Summoning Expertise at level 21
18: Dual-Implement Spellcaster
20: Quick Wildshape
21: Arcane Mastery
22: Weapon Focus: Quarterstaves
24: Hybrid Talent: Druid Armor Proficiency
Feat Explanation:
Because Resounding Thunder, Lasting Frost, and Echoes of Thunder are so useful they are picked up ahead of time in a 'less power now for more power later' sort of deal. Echoes of Thunder is especially sweet, regularly giving us a boost of +10 or more to damage. Wintertouched is picked up for a sorely-needed attack boost. Weapon Focus is picked up yet again. By level 18 Dual-Implement Spellcaster will provide a very large damage boost. At level 20 we will be using the Commanding Form/Quick Wildshape combo to allow us to easily move our summon across the field without disabling us from using wizard powers in the same round. This level will see a drastic reduction in AC for this level, which is unfortunate but will pay off next level with a huge damage boost.
Level 21 sees our largest boost in power yet; with the Archmage class feature and Arcane Mastery we can drop our biggest Wizard daily every encounter in addition to be able to spam additional standard actions in a round with our Fire Beetle. At this point we switch over from Rushing Cleats to Boots of Eagerness for yet another minor action.
Powers:
Enc 1: Icy Terrain
Daily 1: Flaming Sphere
Utility 2: Shield --> Retrained to Warding Wind at level 5 or 6 depending on how your DM rules the order of operations for level-ups. Retrained again to Shield at level 10.
Enc 3: Call Lightning
Daily 5: Summon Fire Beetle
Utility 6: Wizard's Escape
Enc 7: Twist of Space
Daily 9: Grasp of the Grave
Utility 10: Animal Clan --> Retrained to Illusory Wall at level 19; this would be retrained at level 21 because it becomes pointless after you get Primal Summoning Expertise but levels 20 and 21 are already busy. Illusory Wall is a powerful utility as it is.
Enc 13: Prismatic Burst --> Replaces Icy Terrain
Daily 15: Evard's Dreadful Mist --> Replaces Flaming Sphere
Utility 16: Wall of Stone
Enc 17: Crushing Titan's Fist --> Replaces Twist of Space
Daily 19: Evard's Black Tentacles --> Replaces Grasp of the Grave
Utility 22: Unseen Beast
Enc 23: Rain of Fire Needles --> Replaces Call Lightning
Icy Terrain is almost lackluster by comparison. However, with Enlarge Spell the difficult terrain + prone effect is significantly more useful; if used on an enemy at the far end of the spell it prevents them from closing in on a hit. Flaming Sphere is used to help with the group damage problem. It will put your damage at 'Striker Level' for a good long while. Shield is significantly more useful than Warding Wind (a +4 bonus versus a +2 bonus) but since the Hybrid rules require at least one utility power from each class we switch over to Warding Wind for awhile so we can have Wizard's Escape, then switch back to Shield at level 10.
Call Lightning is used for autodamage and alongside the Mark of Storm feat will be used as our minion-killer--as of Monster Manual 2, minions are significantly more dangerous, having their damage boosted anywhere from 50 to 100%. At level 5, we pick up Summon Fire Beetle and keep it for the rest of our careers. As I mentioned in the foreword you need to be very careful with this summon; if you do then you can do a lot of damage. Winged Horde's rider effect will be especially useful now, so allies can disengage from the enemy without drawing OAs while you can use your fire beetle to blast away. Wizard's Escape saves your bacon; it negates an attack and allows you to teleport. With the Hide Armor you now have your survivability goes way up. Twist of Space teleports, slows, and targets enemies only. You will be using this power a lot to move enemies into the blasting zone for your Fire Beetle.
Grasp of the Grave is so powerful it's almost unfair. It's an enemy-only autodamaging zone (sadly, not a damage roll or it'd be even more overpowered) that automatically dazes enemies. When you get it it will be a 7 x 7 area and when you get Resounding Thunder in three more levels it will be 9 x 9. It doesn't even require you to sustain it to boot. Animal Clan is picked up to give you some much-needed control over your Fire Beetle summon for occasions when you can't easily get your ducks up in a row, forcing you to either damage a party member--which is quickly becoming untenable due to your skyrocketing damage--or going without the damage altogether. It becomes completely useless once you get Primal Summoning Expertise, so it will be retrained into the berserkly powerful Illusory Wall, a utility good enough to be an encounter power.
Prismatic Burst is a simple, but great encounter power. A 9 x 9 ranged burst that blinds. Evard's Dreadful Mist replaces Flaming Sphere, which packs a lot of great effects into one--it's a sustainable 9x9 zone that blocks line of sight, immobilizes, and attacks an enemy once a round. Wall of Stone is another berserkly useful utility power, able to shut enemies out of the fight for several rounds without even giving them the courtesy of an attack roll. Crushing Titan's Fist is normally a mediocre power but in your hards it becomes a 9 x 9 square that immobilizes and creates a zone of extra-difficult terrain that costs 5 squares of movement per tile to cross. Even if it misses it will lock enemies from closing in with you. Unseen Beast at level 22 lets you turn invisible until the end of your next turn for the rest of the encounter when you change into beast form. You can Wild Shape to and fro as a free action every round. So this gives you encounter-long invisibility. Finally at level 23 we replace that frankly outdated Call Lightning power with Rain of Fire Needles. All that particular power does is just do damage twice. Yawn.
If you have a short workday (3 combat encounters or fewer between extended rests) then instead of replacing Grasp of the Grave/Flaming Sphere keep it for the rest of your life depending on whether you want to autodaze or do extra damage. If that's the case, here's how your workday goes from now on starting at paragon:
1st Encounter: Grasp of the Grave/Flaming Sphere + Summon Fire Beetle
2nd Encounter: Use two Salves of Power. GotG/FS + Summon Fire Beetle
3rd Encounter: Use a Salve of Power. Use your highest-level power + Summon Fire Beetle/GotG/FS
You can of course switch it up, but the idea is to have 6 daily attack powers spread out over 3 encounters. Of course if you have four or more encounters in a workday feel free to replace GotG/Flaming Sphere with a higher level one.
Something that would increase the number of minor actions you had in a round would be helpful. So would something that increased the distance you slid enemies. I'm not sure what to put for the Tattoo, Head, Arms, and Waist item slots. Any suggestions would also be helpful.