
nate lange RPG Superstar 2012 Top 32 |

the mythic paths are really keyed to certain roles... just decide which thing you want to be better at:
archmage- arcane caster (obviously doesn't apply)
crusader- physical damage dealer
guardian- 'tank' tough/defensive combatant
heirophant- divine caster
marshal- tactical support (not all powers will apply, but doable for a 'team player')
trickster- skills

Movin |
go for champion, it will serve you best as an archer.
the Fleet charge and distant barrage champion abilities can both serve you quite well, given the choice I would go with fleet charge as the chance to full attack and move can be quite a boon.
Snipers Riposte essentially gives you Point blank master which is quite helpful what with Weapon specialization being impossible to get for you as an inquisitor.
Mythic Multi-shot and Mythic rapid shot are two feats to look into for you. as an inqisitor the higher number of attacks serves you doubly well as both judgement and Bane apply to all of your stupidly large number of attack rolls.

XMorsX |
I think I'd take dual path: champion/trickster.
You really want Hierophant for the Inspired Spell ability, it is the best thing mythic rules can give you. Other than that, both champion and trickster have useful abilities for an (archer) inquisitor, however in combat the champion path has a serious edge, so it should take priority in our consideration.

CKorfmann |

In the Trickster path there is a 1st tier power called Path Dabbling. It allows you to take a power from any other path, if I recall correctly, and only requires you to meet the prerequisites. This seems the obvious way to go, that way you can pick and choose your powers from everything and really follow no specific path.
I'm playing a Zen Archer Monk / Serene Barbarian. There isn't really a good path for me as my CHA is really my only dumped stat. That's the best way I've found to progress.