skills are set from a scale of 0 to 15
1.) Escape - Stance [Elite]
Energy: 5
Activation: 0 Duration: 1..8
Recharge: 12
Stance. For 1..8 seconds, you move 33% faster and have a 75% chance to block attacks.
2.) Volley - Attack
Energy: 5
Activation: 0 Recharge: 2
Attack. All your Preparations are removed. Shoot arrows at up to 3 foes adjacent to your target. These arrows strike for +1..10 damage if they hit.
3.) Antidote Signet - Signet
Activation: 1 Recharge: 4
Signet. Cleanse yourself of Poison, Disease, and Blindness.
4.) Warmonger's Weapon - Weapon Spell
Energy: 10
Activation: 1 Duration: 5..15
Recharge: 20
Weapon Spell. For 5..15 seconds, If target ally attacks a foe who is not attacking, that foe is interrupted.
5.) ?????????????????
6.) Troll Unguent - Skill
Energy: 5
Activation: 3 Duration: 10
Recharge: 10
Skill. For 10 seconds, you gain +3..10 Health regeneration.
7.) Nightmare Weapon - Weapon Spell
Energy: 5
Activation: 1 Duration: 12
Recharge: 10
Weapon Spell. For 12 seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 10..50 damage and steal up to 10..50 Health.
8.) Flesh of My Flesh - Spell
Energy: 5
Activation: 4 Recharge: 0
Spell. Lose half your Health. Resurrect target ally with your current Health and 5..20% Energy.
1.) beyond crazy defensive stance
2.) main attack. not meant for damage, only for Warmonger's and Nightmare buff, which both are meant for interrupt and armor ignoring damage/heal
3.) a ranger is useless if he's blind.
4.) easiest interrupting skill...ever

5.) someone plz give me suggestions!! ^^;;;;;;
6.) escape ---> troll = staple ranger mid battle regen heal, and since you don't need to put much, if any, points into marks, then this skill will be more powerful.
7.) Armor ignoring damage/126 heal when needed.
8.) hard rez. since this build has sufficient defense and sort-of-heals, then half health shouldn't be a problem if you cast troll and nightmare before you use it.

12+1 expertise (since most of the ranger skills are 5 energy, 2 energy is heaven.)
10 wilderness (8 pips of regen is wonderful. although i'm using all this for one skill, if my math is correct, this shouldn't be a problem at all)
10 channeling (if i did the correct math, then i will be so happy cuz i suck at math XP)
4 attribute points left. you can put them however you want in resto for a friendlier rez or in marks for a small increase in damage.
OBJECTIVE
this is NOT a damage dealer. Rangers need to bend over backwards, and lose alot of the utility i love about this class, to have excellent damage (WITHOUT the splinter/barrage overpowerfulness). This is a caster shutdown build, which is excellent since casters are such pains in asses to fight against (it's a compliment :P), especially monks and eles.
WEAKNESS
There will be about 8 seconds where you will just sit there spamming volley, which is useless so splinter weapon, even Natural Stride with changing the elite to Barrage, can be in the fifth slot if you're really impatient

overall, i like this build. It's a great asset to any team in an area with casters. Melee characters can't live for long without their caster buddies backing them up.
I can't wait to test it out after i get GW:EN....and Nightfall

Any constructive criticism is welcome, but no flaming. If you feel like you absolutely HAVE to flame, give me reasons and suggestions.
so yeah, critique and respond plz ^_^