Some more builds, mainly so I don't forget them
A/R alliance battle build
13 critical strikes
9 marksmanship
~ wilderness survival
savage shot
disrupting shot
pin down
apply poison
critical eye
sharpen daggers
seeping wound [elite]
troll unguent
Basically, keep critical, sharpen, and poison up as much as possible. Target one guy (casters are good) and pop him. Once a condition sticks, hit seeping wound: mad degen. Pin down to keep him from running, interrupts to keep him from doing anything. Can be mean, but ineffective against groups or if a monk is there with a condition remover. Unless you can keep conditions on the monk, of course.
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running war
sprint
charge
shields up
I will survive
purge conditions
holy veil
healing signet
healing breeze
healing 7
strength 13
tactics 10
my latest running build. Should be pretty self explanatory. Holy veil is only for hex heavy areas...makes them take a long time to cast. Most things you will be far past by the time you get the hex. Keep running until all hexes hit and then either let them wear off or cancel holy veil to remove the most recent.
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aggro axe war
cyclone axe
cleave
dismember
executioner's strike
disrupting chop
rebirth
vigorous spirit
healing breeze
healing prayers 7
strength 13
axe 13
An extreme adrenaline build. Vigorous spirit before running in, then cyclone axe to build adrenaline. After that, it's pretty easy to whack away with impunity. Healing breeze if taking a big beating, but vigorous alone is worth a good deal of health regen. Wish I had a vampiric axe.