Ambush DOES have a timer. It's 0 hours. That makes most of what you're saying in this thread misinfo (e.g., retreat = instant ambush death). 0 hours isn't long, but it's long enough to eliminate the possibility for 2 ambushes if that's what you want to do.
Flurry spec DOES kill rangers. I've played this from both sides. Rangers don't dodge flurries, Warriors know every weapon the Ranger knows - so lots of parries and ripostes, and the Warrior can leave any time he wants to. The Rangers best, and in most cases only, chance is to set up 2 ambushes.
Waylay/snare/waylay takes setting up the kill. If a victim gives you that time to set up the kill, the victim should know that you're online, and should know that there's a wilderness around him, and should not venture into a chokepoint wilderness area (e.g., Kiadana, the entrance to the void, the entrance to the Fortress, Gol'Galanth pass, path to the Outlander cabal, Tahril mountains, etc.) where the ranger can set a snare unless the victim is prepared to be snared and outlive 2 ambushes. If you've played a ranger for a while, you learn what's involved in setting up a waylay/snare/waylay trap in terms of time and patience - and that carries over to when you're a potential victim that knows he has enemy rangers online. Someone put it best at some point where they said Rangers could increase the chance of killing to 90% or more, but to do so they have to swallow extreme boredom and watching enemies recall away after the ranger sat there for 45 mins doing nothing but waiting.
The bottom line is that non-special-build rangers cannot do anything that surprises you, and everything they can do, you can neutralize through minimum preparation (in other words, much less preparation than someone like Dwoggurd would use). Once you understand that, it makes fighting Rangers in wilderness areas much more desirable because it is an even fight (unless you're the type that would rather steamroll opponents).