Since I'm focusing mostly on the Air tree which is melee heavy, I decided to toss levels into this spell so I could get backstab with my other two Air spells.
2. Slap Shot
This one's pretty much a given, low cost, able to combo with other spells, etc.
I'm doing this spell over Barbecued Ribs because it helps me get out of being locked so I can run away if I need to or some space to Roguery behind something. Plus it has good damage.
First of the Earth spells I'll be using. Obviously it's for the -Resist on the shot and it's good damage.
The last spell for my build. I decided to use this one because it's only 1 WP and it can use up remaining AP/MP or it all for a butt load of ranged damage.
This is so I can either use Piercing a ton or fire off a hefty Pulsar. Plus the MP on the next turn can let me catch up to a ranged enemy or run away or even use another Pulsar if I don't have to do either.
2. Magnetic Claw
Again, like Longsword, used to push enemies off of me.
Mostly so I can protect myself from ranged damage.
4. Suprise Shot
For that chance of extra damage off my shots.
Again for the damage bonus if I toss points into Initiative or otherwise.
6. Rogue Master
For the small chance so I can get AP back from using my Air spells.
For this part, I'm still not super sure on how I'm going to do things. Since I've got Initiator, I'm thinking of tossing points into Initiative, but no clue on how much. Of course I'm getting the usual 1 AP and MP, then I'm going to be putting at least enough points into Critical Hits so I have 10.
Closing: Any tips you all have would be greatly appreciated, and again, I wanted to keep my own Air/Earth build focused on the Air tree but having Piercing and Pulsar for good ranged damage. Looking back, I'm also not sure whether I'd like to replace Longsword for Barbecued Ribs or not since I'll be getting Magnetic Claw, but eh, who knows.