I'm sure this has been asked before, but with the bow pass and my musings about the Arcane Archer as a ranger tree, I came to some conclusions. One of them is, that the AA is a not very helpful tree for a ranger. Let's take a look at some abilities:
- Provides several ways to enhance the to-hit: Ranger is a full BAB-class which really profits from high Dexterity because of Evasion and AC for heroics. Alternatively, you can use Falconeer for to-hit/dmg to make use of the AA's DC-related abilities. To-hit is no problem for a ranger
- It offers SP and temporary SP: While the intend may be to make Ranger use their magical arrows all the time, Rangers don't really use their spellpoints to any degree that would need those extra points so overly dearly
- Elemental Arrows may give universal spellpower, but they scale off elemental spellpower. Rangers have no other reason to equip any of those four spellpowers
- Dispelling is a nice thing, but mostly because you can't land a CC or Instakill for a Deathward or so. Rangers don't have those inherently
- Shattermantle is a cool effect, but rangers don't have any effect or spell that checks spellresistance... at least where you expect one. I mean, charm/hold animals check SR, but do animals have SR in the first place?
You can argue, that the rest will make it up, but let's be honest here: It doesn't. Maybe the AA is more of a supportive tree for the team? It can be, but ranger don't really have a supportive nature in themselves, they're mostly about DPS.
The AA is basically a caster-supportive tree and therefore works much better on casters. Enhancement DC for a wizard? Sure! Getting rid of some SR for the insta-kill? Great! Getting rid of that nasty Deathward? Love it! Having elemental spellpower for your arrows and your spells? A dream! Though be careful, most CC and IK is INT or CHA-based, so having your WIS high for the debuff/CC-stances won't help there.
Being a tree that can be chosen by any elf, I know that there are some nice synergies players can pull off, but even the design idea (putting an "Arcane" Archer on a Primal/Divine third-caster) is kinda strange and it really has little to no synergy with the ranger.
While I believe that my favorite idea how to deal with it (namely, making AA elf-exclusive and give rangers a new magical archery tree that uses more of a wilderness theme and gives bonuses and actives ranger want) may be a bit too crass and meet some dislike, I thought: How about taking a look at the way too short and underwhelming ranger spell list.
If we look at the other third caster (the paladin), we see a lot of spells that are outright from enhancement trees (Holy Sword, Zeal, Angel Skin, Righteous Command). While the ranger has some nice spells (like Freedom of Movement or Ram's Might), many of them are... suboptimal.
So maybe adding some spells that work like attacks (just like the druid) and need the ranger's choice of weapon to work (Two-weapons or bow) may add some spice AND give some sorely needed synergy between the ranger and the AA tree. I speak of things like Lightning Arrow, that shoots a lightning bolt from your bow, that does +[W] damage and electric damage that scales with electric spellpower, suddenly making every ranger glad to slot an item for it, as it's one active attack. Zephyr Strike, that works as a cleave attack with two weapons, that has a chance to knock opponents down based on a Dex-DC.
After the alchemist, I'm sure that there are many talented spellmakers in the dev team, that may make it work. Then suddenly, a drop of defensive buffs (like energy resistances), lowering SR, and getting all those temporary spellpoints would make more sense on a ranger, and the class itself may express itself in new ways.
Please consider this.