Disclaimer: Do not reproduce this guide on any site, anywhere, ever. Especially Sleepywood and BasilMarket.
Why? Because I am a huge troll.
Before we directly get into it however, I must first describe how the new critical works.
Every character has a natural 5% chance to do Critical damage. The Archer's Critical Shot adds 40% chance on top of this default 5%, resulting in 45% Critical Rate. Critical damage ranges anywhere between 1.2x to 1.5x damage without any other skills involved. Sharp Eyes for example changes this range to between 1.2x to 1.8x inclusive.
Since Criticals multiply your base damage, they will affect every single skill the exact same way. Skills that have more hits over a period of time no longer gain a significant bonus to damage from Criticals. Now, for a skill to be better than another, it must do more base damage. Critical will affect both in the same ratio, so a skill that does 100% vs a skill that does 25%x4 is the same.
Recommended 1st Job
Double Shot is bad. It does the same DPS on one target as maxed Arrow Bomb and Arrow Bomb/Iron Arrow. You should be OHKOing everything with Arrow Blow. If anyone tells you to max Double Shot, they're stupid. The largest obstacle in training in 1st job is range. Without range, Arrow Blow can barely hit anything. Arrow Blow adds more damage than Critical Shot. Double Shot is worthless and last.
Recommended 2nd Job
Arrow Bomb/Iron Arrow is the most important thing immediately since it lets you kill pomegranate fast. Mastery adds more damage than putting points into Arrow Bomb/Iron Arrow. Booster is a 1.125x increase in DPS. Anyone who says to not get booster. If you need the STR to equip a Bow or Crossbow, add points into Physical training to do so earlier. Mastery marginally adds more damage than Physical Training's DEX boost unless you're really bad. If you really give a pomegranate about spending like 10 000 mesos on arrows training from 30~49, you can add points into Soul Arrow. Double Jump is pretty terrible. A single point goes nowhere and just burns MP. No maps really require Double Jump to travel across that early. There's no such thing as dodging this early. Final Attack doesn't add significant improvement to mob skills, but Bow Masters will need it later for Advanced Final Attack. It does add some improvement though, unlike more points into Booster/Soul Arrow. Golden Eagle and Silver Hawk are pretty useless. Everything should die to OHKO or 2HKO of your mob skills. All they would do is stun things or aggro things you're not attacking.
3rd job follows a less organized method. 1st point should always be in Inferno and Blizzard. These completely replace Arrow Bomb and Iron Arrow, except that Iron Arrow can pierce through targets, possibly hitting more than Blizzard's splash allows. Rangers should add one point into Drain Arrow at 71. Snipers don't require Dragon Pulse, as monsters shouldn't survive long enough to need to be pushed yet. Phoenix and Frostprey are up to the user. One point won't hurt since you can always just not summon it if it gets in your way, and it might help you train, unlike Hawk/Eagle.
Next, you can decide if you want to go Arrow Rain/Eruption first, or max Inferno/Blizzard. Arrow Rain/Eruption benefits maps where you don't need to move often. Inferno/Blizzard lets you hit things further away from you, and benefits jump shooting a lot more, especially since it's a faster skill. Either is a good choice. My opinion is Blizzard/Inferno is for training on monsters close to your level, aiming for really low hits to kill, and moving around, and Arrow Rain/Eruption is for training in higher level areas where you're more likely to take many hits to kill and miss a bit more often, allowing you to actually gather a mob at the same time.
After maxing one attacking skill, you can choose to either max the second attacking skill, Concentrate, or the supporting attack skill next. 20 attack is an okay buff and it stacks with potions. A second attacking skill may or may not be useful depending on how weak/strong you are and how useful your first skill is to your style.
If you're finding monsters not dying quickly as a Sniper, you can start getting Dragon Pulse next. Ideally, monsters would die faster than the necessity to push them.
If you want to stop using HP potions as a Ranger, get more points into Drain Arrow.
The rest of the order doesn't actually matter. Phoenix/Frostprey can stun/freeze and do more damage to help train. Evasion Boost provides a small avoid boost. Puppet is worthless in training. Mortal Blow doesn't actually help since things don't die to more than 6 hits.
As a Ranger, max everything except Strafe.
As a Sniper, max everything except Mortal Blow.
Mathematically, this is the order for highest DPS. SE will add more damage than SL if you have +% total damage or +10% critical hit rate, but the HP Boost is important to consider. Marksmanship can be moved up if you fight things with 25%+ PDR a lot. In theory, it should beat Expert/Marksman's Boost for the 10 point increase (Expert from 1~11 vs 0~10 Marksmanship) at 190+ Weapon Attack vs 25%+ PDR.
For Marksmen, you would go
120: +1 Pierce, +1 Ultimate Strafe +1 Marksman's Boost
121: +1 Snipe, +1 Elite Puppet, +1 Spirit Link
If you train on single targets often for whatever reason, Ultimate Strafe > Snipe ~ Marksman's Boost ~ Marksmanship.
In theory, you require 252+ Attack for the damage increase from Pierce to match that of Marksman's Boost on the first monster. This doesn't account for the scaling or the mob increase though, so it's closer to preference for the Marksman since points into Pierce is more about utility than sheer DPS.
The most important aspect of adding points to Snipe is the cooldown decrease. You won't see much returns from it until you hit those breakpoints, and the damage cap makes it less useful if you're that strong.
Marksmanship should provide a stronger per-point bonus than Marksman's Boost (1~11) if you have more than 190watk vs 25%+ DEF Monsters.
In theory, the difference from 1 Snipe and 30 Snipe, with maxed Ultimate Strafe is 1.28x damage, on a 40% DEF monster. According to this, as long as you don't hit the damage cap, you require 182 attack or more for Snipe > Marksman's Boost. Otherwise, Marksman's Boost > Snipe and should be maxed first.
The rest should follow the same as a Bow Master's build, where you have Pierce, Ultimate Strafe, Snipe, Mastery, and likely Marksmanship maxed before putting maxing Spirit Link and SE.
Courtesy of Southperry.net