Class: Ranger / Mesmer
Attributes: (cost) '+' indicates Rune attributes
Expertise: 7+1 (28)
Marksmanship: 7+1 (28)
Wilderness Survival: 9 (48)
Illusion Magic: 9 (48)
Inspiration Magic: 9 (48)
Total attribute points used: 200/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Conjure Phantasm [Illusion Magic] (10,1,5) Hex: For 10 seconds, target foe experiences health degeneration of 5.
2) Ether Feast [Inspiration Magic] (5,2,8) Spell: Target foe loses 5 energy. You are healed 20 for each point of energy lost.
3) Energy Tap [Inspiration Magic] (5,3,20) Spell: Steal 12 energy from target foe.
4) Power Drain [Inspiration Magic] (5,0,25) Spell: If target foe is casting a spell, the spell is interrupted and you gain 19 energy.
5) Apply Poison [Wilderness Survival] (15,2,12) Preparation: For 12 seconds, enemies struck by your physical attacks become poisoned for 10 seconds.
6) Storm Chaser [Wilderness Survival] (10,0,30) Stance: For 16 seconds, you move 25% faster, and you gain 3 energy whenever you take elemental damage.
7) Troll Unguent [Wilderness Survival] (5,3,10) Skill: For 10 seconds, you gain health regeneration +8.
8) Resurrection Signet [none] (0,5,0) Signet: Resurrect target party member. You may use this skill only once per mission.
Firstly I started with Apply Poison and Conjure Phantasm as degen skills. This sets my enemy on a nice -9, even when I'm running around frantically trying not to get hit (hence the storm chaser). I then threw in a bit of healing with Troll's Unguent and Ether Feast, which can usually help me survive enough hits for me to either run away or for them to get bored.
I was stuck with a bit of trouble with energy, so I threw in Energy Tap to get some energy back and annoy people while doing it. I also decided to put in power tap, to stop healing, removal of hexes, removal of conditions, and prevent meteor strikes as well as give me a nice energy boost.
I don't currently have Poison arrow, but as soon as I do it's gonna replace apply poison. The res signet is primarily there because I play random 4v4's while testing this. I understand if you're in a reasonably good 8v8 you probably shouldn't need it. Would probably throw in another interrupt there but I don't know what, maybe distracting shot.
This build is kind of focused towards shutting down monks, but I guess could be extended towards warriors with a monk secondary (or primary) and other spellcasters.
Anyway, any criticism is appreciated, as long as it's constructive
