Haud Dissolutus

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The Premise
The idea behind this build was to incorporate some of the new PvE skills introduced in GW into a classic Ranger damage build. By using a standard degen and spike ranger build, the addition of PvE skills that can work off of this helps to add sufficient punch to take down powerful enemies quickly. The only issue most PvE skills bring is their high energy requirements, which can be damaging for a Rangers energy pool. This build set out to fix this problem without losing damage.
The Skills
1: Prepared Shot (Elite Bow Attack): This is an often overlooked elite compared to some of the other Bow Attack Elites. It lacks quite the same punch and Degen of Burning Arrow, and cannot handle the mobs quite as effectively as Barrage.
However, The upside to this skill is it has a reasonable spike (Of about +26 damage at around 13 Marksmanship) and a very useful result of energy gain on hit when used with a Preparation on. One could replace this skill and read the wind with Marksman's Wager, but I personally never cared for the -10 energy if you miss. Now true, while you may be safe if you don't mind being at low energy and the -10 doesn't effect you as heavily, but I find that having a large energy pool all the time to use my other skills, as well as the extra damage of read the wind, to be more beneficial.
2: Poison Tip Signet (Wilderness Survival): An interesting Signet for the Ranger class. Short activation time, short recharge skill that allows us to poison a target without the use of the high energy Apply Poison Prep. Some might argue that Apply Poison means they are always poisoned, but really, if you're kill something fast, one application is usually enough. If it gets taken off by a monk or such, then the recharge time is short enough that you can get it back on in short order. The reason it is here though is to lead into our next skill, Necrosis.
3: Necrosis (Sunspear Title Track [PvE Only Skill]): A nasty little spell that I am quite glad only can be used in PvE and not on each other. Up to 90 armor ignoring damage that can be spammed up to once every two seconds for a low amount of energy. ....Right, be very glad Hard Mode Monsters can't use this on us. It activated on targets with Hexes or Conditions. Be forewarned however, if they do not have either of these, you can still cast the spell, but you will do no damage and waste energy.
4: Read The Wind (Marksmanship Preparation): Really the pivotal skill here. You could switch it out for some other preparation if you wish to use Prepared Shot with some other prep, but I personally like this skill. +10 extra damage, and arrows move twice as fast. The truth about the twice as fast though is that it changes the arc of the bow. So let's say you like longbows, which have a high arc, they also therefore have a higher chance of missing the target. Not a good thing when you need to hit for energy. Yet Read the Wind lowers the arc, and means you are more likely to hit the target. A win/win situation. Damage increased, and chances of missing decreased.
5: Free Slot: Really, you can get creative here. (Though some of the other skills can be replaced too, this one is not as important to be well rounded.) I usually bring Pain Inverter, since I can afford it in this build, and in Hard Mode, it is a useful skill.
6: "Finish Him!" (Norn Title Track [PvE Only Skill]): Ahh, such a beautiful and overpowered skill here. I have had it with me since the first time I got it and haven't dropped it since. It's a bit high energy to be throwing around, though, and it what inspired me to make this build. This skill can cause up to 20 seconds of Cracked Armor and Deep Wound on a target, as well as up to 80 damage. Now with the recharge time, this doesn't seem like too much, only 80 damage and some conditions, and only when they are below 50% health. But it can easily kill off most enemies. Think, 500 HP for a level 20 enemy, give or take. 50% is 250 HP. Now we cause Deep Wound and Cracked armor (I do believe it casts the conditions FIRST), so 20% decrease of maximum health, 150 HP now, and then you cause 80 damage, leaving them at 70 HP. And then we can look at our friends, poison, causing degen, and necrosis, to finish them off. ....Yes, feel free to love this skill as much as I do. We definitely agree with you.
7: Whirling Defense: Standard Defensive skill. 18 seconds of 75% blocking. Keep in mind, you can also use the 10 damage to nearby foes from projectiles in some tough areas to even kill large mobs. Especially in HM. Not perfect though, so use this method with caution.
8: Troll Unquent: Basic Healing Skill for +6 HP regen for 10 seconds. With enough monks, it's safe to drop this for some other useful skill.
The Strategy
The usage is simple, though you need to make sure to keep the skill chain up throughout the fight.
Apply the Poison Tip Signet well before battle. It lasts for 60 seconds, and recharges in 6, so best to have it ready to go and recharged before entering the fight. Right before you fight, use Read the Wind. Attack, use necrosis as you see fit, use Prepared Shot often, as it adds damage and energy (and can fuel PI if you've been using it as your open skill), and when the reach 50% use Finish him and necrosis to end the fight. Simple.

Equipment
That's entirely up to you. Energy is well off with or without Radiant, though I reccomend it always anyways, and it's fairly weapon type independent. As for runes, I would reccomend a Marksmanship mask and major rune, and a minor expertise and wilderness survival. But it's all up to you.
Now go have fun.
