I guess I can share some of my PvP builds. I made these with the intention for JQ/FA, but if you can find another purpose I won't complain
R/ Turtle Killer:
Burning Arrow
Hunters Shot
Savage Shot
Poison Tip Signet
Whirling Defense (Optional)
Rapid Fire (Optional)
Troll Unguent
Storm Chaser (Optional)
Marksmanship: 12-1-2 (15)
Wilderness Survival: 9-1 (10)
Expertise: 9-1 (10)
Poisonous Recurve Bow of _______
Poisonous Flatbow of ________
Aside from the +33% poison, the bow doesn't matter. I like Recurve because it gives a nice multi-tool weapon, and the flatbow for those long shots. For the skills, I like to have a IMS running around in JQ/FA since the faster you get there, the faster you cap and get points. I've been toying around with the preparation (Rapid Fire) and you can use a couple different ones, tho I would run into energy problems with 15e preparations (Apply Poison etc.). Whirling Defense is just incase some pesky sin or warrior jumps on you, but you could also use Throw Dirt (less reliable, but cheaper) or another stance. Just make sure you don't counter Storm Chaser with Whirling.
JQ: Ok, so you're job is to kill Turtles. (Notice I did not say Juggernauts, Kurzick only, hence the name Turtle Killer) You hit them with your degen, and hope that a monk isn't there to heal them. The very beginning I like to go to the middle teleporter and just before I teleport I hit Poison Tip Signet. When the match begins run over the the ledge above where the green shrine is. The luxons should cap that shrine and that's when you unleash on the turtle, effectively stopping a crucial starting point. If you are able to kill that turtle you can camp there and just take it out every time it respawns, however odds are you will be attacked and have to run. You can also hang out by the entrances to the Luxon Base and kill turtles when they return. (probably the most effective since it wastes the most time for the Luxons) Hopefully your team is competent and is able to score points and you win by a nice margin. My personal best is 10-1 I think, haven't quite gotten a shutout with this build yet
FA: Again, #1 priority is the turtles, except its even more important since the turtles actually fight back this time. Again, just before the match starts hit Poison Tip Signet and run towards the right teleporter BUT DO NOT ENTER. Switch to your flatbow and try to move as close to the edge as possible. Once the siege turtle comes into view, target him and try to attack him as soon as possible. There is a small window where you will be able to hit him with your flatbow, but otherwise he will be either too far away or too close and you can't hit him. Its a little tricky, but with practice you'll be able to snipe him. If you're able to get that turtle great, if not the Purple gate should be down by now and that turtle is trying to come through. Head over to that ledge and take him down. FA is more likely to have monks that will guard the turtles, which makes your job harder. Call the monks (and a few healing skills they use so your team know they are healers and not smiters) and try and kill them. If you're not able to do any damage on one side, head to the other and hope for better luck. Worse comes to worse you can always run amber with you IMS and provide pressure.
Enjoy
