This is my current build for primarily Dungeon runs. Critiques would be nice. Also considering a build to incorporate GS or S so if anybody has any ideas please feel free to lend me some advice for that purpose.
This build focuses on keeping your distance from champs and mobs while being able to put out damage and conditions on the targets as efficiently as possible.
Main damage source is Condition Damage.
Weapons – Longbow/Shortbow
I usually start the fights with the longbow for an immediate Hunter’s Shot to apply Vulnerability to the primary target boosting the damage of the entire party. Follow that with a rapid fire for some quick raw damage then initiate the weapon swap for shortbow. Once shortbow is equipped use Spread Shot and Crippling Shot to apply poison to the target also giving some bleed stack application from your pet to start the condition building. Make sure you are attempting to flank your target at all times for the additional bleed placement from your shortbow.
Primary Skills – Flame Trap / Spike Trap or Poison Trap / Quickening Zephyr / Healing Spring / Entangle or Rampage as One
I love to have Flame Trap as one of the main traps I place due to the high damage output and short cooldown of the skill. Spike Trap has added benefit from the cripple, even if it’s just a short term duration and of course the extra bleeds help up your damage output. Both traps are much easier to use safely when spec’d into Trapper’s Expertise, keeping you at a safe distance as well as making the effective areas bigger for easier application. The other option is to use Poison Trap, mainly for the reduced healing in cases where it would help, also the cooldown is slightly lower than spike trap and the poison damage ticks are still powerful. Quickening Zephyr is a must for any build as it adds huge burst damage regardless if you are using it with Longbow or Shortbow. I prefer to use it with the shortbow because it allows a huge amount of extra bleed application and the shortbow damage isn’t bad at all. I keep Healing Spring for my heal skill, mainly because it gives a water field that can be useful to anybody in your party and the heal itself from the spring is nothing shabby. For my ultimate I prefer to keep Entangle for fights that have adds, it is one of the most powerful roots in the game as it not only immobilizes but adds a nice stack of bleeds to everything it touches. Entangle can be swapped for Rampage as One at any time for the extra buffs on self which definitely helps your damage output for boss fights.
Pets – I primarily use either a double spider setup or a carrion devourer/spider setup. Reason for both setups is that the spiders are ranged attackers, and therefore tend to stay back out of the fights and don’t get one shotted by champs or crazy AoEs. They will still tend to occassionally get knocked out by red ring AoEs that champs throw around the room, but overall the pets stay alive and capable of doing some damage on their own. Other great reason for the spider/devourer setups are the poison fields that they can place which work great for group synergy.
Armor – I am currently building the Citadel of Flames set with Power/Vitality/Condition Damage which echoes the same stats as equipment made of Carrion Insignias. Vitality from this armor set should put your level 80 health at around 18k.
Jewelry – Emerald Orichalcum Amulet/Rings/Eaarrings – I wanted to round out my stats and boost my Toughness so this set was the natural choice. As a ranger you get the added benefits of the extra Precision, which should round your Critical Chance to about 49%.
Runes – Rune of the Undead – Complete set grants Condition Damage and Toughness. The 6th rune grants extra Condition Damage based on your Toughness stat, so you not only get more damage output for your bleeds/poisons/burns while also making you more resistent to damage reception.
Sigils – Shortbow = Superior Sigil of Earth, Longbow = Superior Sigil of Peril.
Nothing is better for a shortbow than the Earth sigils. You already have close to 50% chance at a critical strike, and now every critical strike has a chance to add a bleed to the target. Sigil of Peril is great for the longbows Hunter’s Shot vulnerability. With your traits you have a 9.5 second cooldown on Hunter’s Shot and bnow that vulnerability will last long enough that you can have it constantly applied, so even if you aren’t swapping your weapons constantly you can still boost the overall damage of your team by being able to constantly have a 10 stack of vulnerability on target.