This build is significantly affected by the Flux: There Can Be Only One. See the build's talk page for discussion and ramifications not noted here. Notes: Capping Ranger shrines and killing Hauler Turtles is faster because of the damage boost against Rangers.
CoreRanger. Marksmanship 14BarrageElite Bow AttackAll your Preparations are removed. Shoot arrows at target foe and up to 6 foes adjacent to your target. These arrows strike for +19 damage if they hit.21
CoreRanger. Expertise 13Distracting ShotBow AttackIf Distracting Shot hits, it interrupts target foe's action but deals only 14 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.2½10
CoreRanger. Marksmanship 14Savage ShotBow AttackIf Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +27 damage.5½5
CoreRanger. Expertise 13Lightning Reflexes (PvP)StanceFor 10 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster.545
Hunter's ShotCoreRanger. Marksmanship 14Hunter's ShotBow AttackIf this attack hits, your target bleeds for 24 seconds.5110
Poison Tip SignetEotNRanger. Wilderness Survival 3Poison Tip SignetSignetFor 60 seconds, your next attack also inflicts Poison for 9 seconds.16
Zojun's ShotFactionsRanger. Expertise 14Zojun's ShotBow AttackShoot an arrow that has half the normal range, but strikes for +38 damage.23
Point Blank ShotPropheciesRanger. Expertise 14Point Blank ShotBow AttackShoot an arrow that has half the normal range, but strikes for +38 damage.23
Needling ShotFactionsRanger. Marksmanship 14Needling ShotBow AttackNeedling Shot strikes for only 29 damage and moves faster than normal. If Needling Shot strikes a foe below 50% Health, Needling Shot recharges instantly. Your other attack skills are disabled for 2 seconds.5¾4
Splinter Weapon (PvP)FactionsRitualist. Channeling Magic 10Splinter Weapon (PvP)Weapon SpellFor 20 seconds, target ally has a Splinter Weapon. Target ally's next 4 attacks deal 22 damage to up to 3 adjacent foes.518 Expertise to 8+1, Marksmanship to 12+1+1, Channeling to 10
Nightmare WeaponFactionsRitualist. Channeling Magic 10Nightmare WeaponWeapon SpellFor 12 seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 37 damage and steal up to 37 Health.5110 in combination with Splinter Weapon
Defense
Natural StrideNightfallRanger. Wilderness Survival 10Natural StrideStanceFor 6 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted.512 Expertise to 9+1
Mending TouchNightfallMonk. Protection Prayers 3Mending TouchSpellTouched ally loses two Conditions and is healed for 24 Health for each Condition removed in this way.5¾6
Remove HexCoreMonk. UnlinkedRemove HexSpellRemove a Hex from target ally.518 Useful vs. EmpathyCoreMesmer. Domination Magic 14EmpathyHex SpellFor 14 seconds, whenever target foe attacks, that foe takes 52 damage and target foe deals 14 less damage with attacks.10210 and Insidious ParasitePropheciesNecromancer. Curses 14Insidious ParasiteHex SpellFor 14 seconds, whenever target foe hits with an attack, you steal up to 43 Health from that foe.15112 which stack heavily when using barrage.
Antidote SignetCoreRanger. UnlinkedAntidote SignetSignetCleanse yourself of Poison, Disease, and Blindness, and one additional condition.14
Throw DirtCoreRanger. Expertise 13Throw DirtSkillTarget touched foe and foes adjacent to your target become Blinded for 13 seconds.2130
Restful BreezeNightfallMonk. Healing Prayers 3Restful BreezeEnchantment SpellFor 10 seconds, target ally has +10 Health regeneration. This Enchantment ends if that ally attacks or uses a Skill.518
Shadow RefugeFactionsAssassin. Shadow Arts 3Shadow RefugeEnchantment SpellFor 6 seconds, you gain 6 Health regeneration. When Shadow Refuge ends, you gain 52 Health if you are attacking.518
Movement
Natural StrideNightfallRanger. Wilderness Survival 10Natural StrideStanceFor 6 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted.512 Expertise to 9+1
Storm's EmbraceNightfallRanger. UnlinkedStorm's EmbraceStanceFor 10 seconds, you move 25% faster. This Stance is refreshed whenever you take Elemental damage.530
Zojun's HasteFactionsRanger. Expertise 13Zojun's HasteStanceFor 10 seconds, you move 33% faster and have a 69% chance to block incoming projectiles. Zojun's Haste ends if you attack.230
DodgePropheciesRanger. Expertise 13DodgeStanceFor 10 seconds, you move 33% faster and have a 69% chance to block incoming projectiles. Dodge ends if you attack.230
DashFactionsAssassin. UnlinkedDashStanceFor 3 seconds, you run 50% faster.58
SprintCoreWarrior. Strength 0SprintStanceFor 8 seconds, you move 25% faster.515
ReturnFactionsAssassin. Shadow Arts 3ReturnSpellAll adjacent foes are Crippled for 4 seconds. Teleport to target other ally's location.5¼15
Death's ChargeFactionsAssassin. Shadow Arts 3Death's ChargeSpellShadow Step to target foe. If that foe has more Health than you, you are healed for 92.5¼30
Heart of ShadowFactionsAssassin. Shadow Arts 3Heart of ShadowSpellYou are healed for 54, and you Shadow Step to a nearby location directly away from your target.5¼15 - get up and down ledges very quickly
Equipment[]
Survivor/Stalwart/Pyrebound Insignias
Superior Vigor, runes of Vitae or Restoration/Clarity if not using condition removal.
Vampiric Flatbow of Fortitude with "Strength and Honor" inscription for Barraging.
Vampiric Recurve Bow of Fortitude with "Strength and Honor" inscription for interrupting/defending.
Zealous Flatbow of Fortitude with "Strength and Honor" inscription for Barraging if you need to build up energy or vs. E-denial.
+5 energy +30 hp spear with +30 hp shields with various +10 armor inscriptions (especially vs. lightning, piercing, fire).
Usage[]
Barrage from high ledges or bridges, your range can be far enough that NPCs do not attack you, and you are usually safer from players.
Aim for the middle NPC (usually a Mesmer at quarries).
Use Lightning Reflexes (PvP)CoreRanger. Expertise 14Lightning Reflexes (PvP)StanceFor 11 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster.445 to block arrows if capping at a near distance, or as an IAS to speed up capping. Also use for defense vs. players.
Defend quarries by interrupting and disabling key nukes such as Ray of JudgmentFactionsMonk. Smiting Prayers 16Ray of JudgmentElite SpellFor 5 seconds, target foe and all foes adjacent to this location take 48 holy damage each second and begin Burning for 3 seconds.10220.
Cripple players and carriers using Pin DownCoreRanger. Marksmanship 13Pin DownBow AttackIf Pin Down hits, your target is Crippled for 13 seconds.158.
Counters[]
Anti-martial hexes (EmpathyCoreMesmer. Domination Magic 14EmpathyHex SpellFor 14 seconds, whenever target foe attacks, that foe takes 52 damage and target foe deals 14 less damage with attacks.10210 and Insidious ParasitePropheciesNecromancer. Curses 14Insidious ParasiteHex SpellFor 14 seconds, whenever target foe hits with an attack, you steal up to 43 Health from that foe.15112 especially)
Blind/weakness
Interrupts and skill disablers (such as Distracting ShotCoreRanger. Expertise Distracting ShotBow AttackIf Distracting Shot hits, it interrupts target foe's action but deals only 1..13..17 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.5½10, Signet of HumilityCoreMesmer. Inspiration Magic 9Signet of HumilitySignetTarget foe's elite skill is disabled for 10 seconds. Your non-Mesmer skills are disabled for 10 Seconds.320, or DiversionCoreMesmer. Domination Magic 14DiversionHex SpellFor 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge.10312)