After some fun spike moments with my air elementalist in GvG and to unsuspecting monks in the Competition Arenas, I decided I'd take a look at my first character - a R/E - and see if I couldn't pull off something similar.
I tried Conjure + Barrage, using TF and dual shot, but the damage was pitiful vs. single targets. One of my guildmates suddenly became rather fond of Quick Shot rangers after seeing them in action at a guild war, so I went out and capped Quick Shot with high expectations (with much effort, I'll admit - Maxine Coldstone is very annoying). I discussed the build with a guildmate, and this is how we put together the QS ranger:
R/X
Expertise: 11+1+1
Marksmanship: 10+2
Wilderness Survival: 10+1
(My guildmate said to use a Horn Bow due to their passive armor penetration, decent range, and the fact that quick shot ignores bow refire rate as well. Can anyone confirm the passive penetration?)
Quick Shot
Kindle/Ignite Arrows
Distracting Shot
Troll Unguent
Frozen Soil / Whirling Defense / Pin Down
Quickening Zephyr
Favorable Winds / Whirling Defense / Pin Down
Res Signet
I tried it out a few times in the Competition Arenas, and my QZ spirit was always owned, ruining my machine-gun firing rate.
Please critique, or post your own QS build. I was thinking of adding in either a Conjure or Mark of Rodgort w/ a flaming string, but that would mean I would have to spread accross 4 attributes...
EDIT:
I capped Punishing Shot earlier today to try a build posted by roselan, and I was quite pleased with its effects, so I decided to try and make a machine-gunner ranger using Punishing Shot instead. From previous experience, I remember Tiger's Fury yielding a positively insane refire rate when used in conjunction with a half-moon/shortbow. This setup would provide a firing rate near that of a QS build (with the downside of having to use a halfmoon/shortbow or flatbow+favorable/RTW), with the same amount of base damage per hit, but without the hassle of maintaining a spirit, putting up with complaints from casters about QZ, and without the hazard of having QS disabled by a mesmer or another ranger. Here's my new setup:
Expertise: 11 + 1 + 2
Marksmanship: 10+1
Wilderness Survival: 8+1
Beast Mastery: 6+1
Punishing Shot {E}
Kindle/Ignite Arrows
Distracting Shot
Tiger's Fury
Whirling Defense
Pin Down*
Troll Unguent
Resurrection Signet
*I keep a bow with a range of at least 80 meters on switch so I can use Pin Down on runners.
Notes:
-With this setup, TF lasts for 8 seconds and has a 10 second recharge (rank 7 in beastmastery is the breakpoint for 8 seconds on TF), while Kindle still adds 16 damage to every shot (as oppossed to the previous 17) and Unguent is now +7, instead of +8.
-With Druid's armor (but -5 energy from my bow, totalling to a 27 mana pool), I only have trouble with mana costs if the fight is prolonged or my energy is drained by a mesmer or ranger. Keeping up with the skills on this bar is not very difficult, since your damage is from Kindle/Ignite and the speed of your _normal_ attacks, instead of spamming a single skill like QS or Barrage slower (but with a higher base damage) and draining your energy more quickly.
-I chose Kindle Arrows over Ignite because it has slightly higher damage, the same cast time and recharge as Ignite but costs 5 less energy to cast. I know that Ignite has a little AoE, sacrificing damage for AoE is for PvE builds, not PvP.
Advantages:
-Not too draining on mana
-No enchantments to be stripped
-No vital skills that can be interrupted by a distracting shot, such as Barrage, QS, etc. (TF is the only vital one, and it's an instant-cast stance)
-The preparation has 0 downtime (24 second duration and 12 second recharge), while still adding more damage than, say, a maxed Conjure Element.
-Not reliant on any particular equipment except a shortbow/half moon. Druid's armor helps, but it's not necessary, and you're free to choose the string & grip of your desire.
-Whirling Defense makes you nearly invincible to all projectiles and melee attacks, meaning that Lightning Orbs don't hurt you, that hammer warrior can't touch you, and you're free to cast Troll Unguent to heal yourself up, or pin someone down and run away. I like it because it lasts 19 seconds with Expertise at 14, which is far more than enough time to make your escape and heal up.
-Good damage, great speed, and two interrupts at the ready (Punishing and Distracting Shots. It's SO fun to interrupt nearly every spell an elementalist can throw at me, while still dealing damage).
Disadvantages:
-Wild Blow, however uncommon it is, will remove Tiger's Fury, although this is not a big deal, since TF has a 10 second recharge.
-Using a preparation always leaves you wide open to interruption for a few seconds, but the prep has a long duration and can be cast before battle.
-This build cannot take down a monk easily (but, honestly, who can, other than a spike ele?) due to its damage coming in many small, very fast hits. Although this almost negates the use of many protection spells such as Spell Breaker, Reversal of Fortune, and Protective Spirit, it means they can use the 1-second cast Orison and Healing Touch spells to heal back a fair amount of your damage. They aren't too much of a challenge, I've found, because of your frequent interrupts with Punishing Shot. Any spell that takes 2 seconds or longer to cast is easily Distracted/Punished, due to the immense speed of your attacks and the short recharge of Punishing Shot.
Any + all input on the build is greatly appreciated.
A

). I also noticed that you're missing Tiger's Fury in your original post, which boosts your recycle rate by a further 50% when QZ is active.
I have never been able to shoot as fast as he was, but then again I didn't think TF made a difference with my bow's firing rate while I was spamming WS. I'm going to go try out TF+QZ+QS right now. Thanks for the input.