Well, there's some truth about the bards on both sides of the argument here. Bards generate a LOT of aggro in the early game, say pre-30, just because the tanks typically can't generate enough aggro to counter the bard buffing 6 people every 3 seconds (even though our songs are coded to generate much less aggro then normal songs). After that, pulling aggro is kinda tough, at least until you start getting into raids and you're playing AEs. You'll die a lot when you first start those for the same reasons... too many people getting hit by songs causing you to outaggro the tank, or hitting a puller with an AE and drawing aggro that way.
In the high end... I never draw aggro. When I pull, the tank can typically take aggro with one arrow shot (or taunt, or incite, or stun, or whatever) and it's typically very hard for me to take aggro on purpose. If the group wipes, I'm usually the last one standing, and not through a lack of trying (I like to pretend I'm a ranger at those times and try to draw aggro off the cleric... no dice usually). I can hold aggro if that's the plan from the start because I have to have some specific songs memmed... but you'll rarely see a bard being the kiter in a PoF tables group for instance. When everybody starts laying the damage down, the bard could quite easily lose the control. Even procs are coded to generate smallish aggro. That's while you see a lot of bards wielding a boomstick of some sort. A 1200 crit proc from a bard probably won't draw aggro off a halfway decent tank. That's really moot though because...
we VERY rarely get in those situations. Bard pulling is so superior to ranger pulling, indoors or out, it's not even funny. If you realized exactly how many different tools and techniques bards have for pulling, you'd never question that they were the kings of pulling again. Don't get me wrong, monks are great pullers too, and at times are better then bards, but for most content... Rangers do well in most outdoor content, but they have a hard time dealing with roaming adds and such in the newer expansions (particularly for those mobs that are immune to run speed changes). And, as we all know, if the bard does overpull (intentionally or not), we can usually clean up our own mess, or at least contain it until the group is ready to deal with it.
Scelter is correct about the goofy area for lulls and mezes in a bards career (high 50's, low 60's), but it's not IMPOSSIBLE for bards to pull. I hated it when I was there, but I'm kind of glad that I went through it. It forced me to learn things about pulling that I otherwise wouldn't of, like aggro-on-tic generation, proximity aggro vs generated aggro, mez-fade and fade-bellow splits... the list goes on of course. It hurt, but it helped too (in a weird way).
As far as DPS... the ranger does win here in a head to head competition. Most people realize that the bard is a support role though and it's about what they bring to the group more then the DPS they provide themselves. Between DS's, overhaste, spell focii, unresistable resist debuffs, small rune type songs, song combos for any and every stat, group DA, selos, group levi, group invis, mez, charm, highsun (mob gating), snare, AE snare, AE slow, blah blah blah. Of course there are limitations, namely the group needing to be near the bard, but that's not that big of a problem usually.
If it were me, I'd put a bard in a trio that had a cleric over a ranger. If it had a shaman healer, it COULD go either way. I'm biased though. I love playing my bard and I quit playing my ranger at 57 out of frustration. I know if I would of toughed it out a few levels/AAs, he would've been much better, but I fell in love with the bard about that time. You won't SUFFER if you bring a ranger. He'll be able to provide some nice utility that the bard won't be able to (long duration snares are very nice, as well as root). His AC/HP buffs will also stack with the shamans, which is a bit of a bonus, but they'll be useless if you have a cleric. All in all, I'd still pick a bard.
Edited, Thu Jun 9 10:37:41 2005 by Jiggidyjay