Attributes:
Expertise
Marksmenship
Protection Prayers
And I don't know how to do the numbers and such to the attributes.
And here are my 8 attacks:
Escape {E} - For 5-15 seconds, you move 25% faster than normal, and have a 75% chance to "evade" attacks.
Penetrating Attack - If this attack hits, you strike for +3-15 damage and this attack has 20% armor penetration.
Determined Shot - If Determined Shot hits, you strike for +3-15 damage. If Determined Shot fails to hit, all your attack skills are recharged.
Read the Wind - For 12 seconds, your arrows move faster than normal, and deal 3-9 extra damage.
Hunter's Shot - If Hunter's Shot hits, you strike for +3-13 damage. If this attack hits a moving foe, that foe begins bleeding for 3-21 seconds.
Pin Down - If Pin Down hits, your target is "Crippled" for 3-13 seconds.
Vital Blessing - While you maintain this "Enchantment", target ally has +40-168 maximum health.
Reversal of Fortune - The next time target ally would take damage, that ally gains that amount of health instead, maximum 15-67
Now I havn't ever played RPG yet.. But here's my plan. I will be on the offensive in a distance and inbetween I will get back and heal and protect my ally. This is my idea. Please if any improvements let me know!

Except i used my pet quite alot, i had three skills up for him then 2 monks and 3 for ranger. I used barrage ALOT works awesomely for crowd control especially during PvE soloing, and of course rez spell and a heal. Now i would suggest you have three seperate plans for your skills, PvP, PvE(solo) and PvE(grouped). And actually a 4th perhaps with just assist skills, as healing and perhaps poison and traps, thing of that sort depending on whether or not your team can find a healer. Also keep in mind if you intend on keeping a pet around you have to have Charm Animal up constantly(which suxors).