Archer:
Ability to create own weapons (I see this as useful right after a pdeath or if you can't find yourself a good rare).
Ability to create own ammo (invaluable, especially since you can make specialty ones like sleep)
Skills that can boost range and RoF (obviously useful)
Tracker:
Throw (awesome for damage, especially when tossing vuln stuff, can lag)
Track (not particularly necessary if you are already good at running, but if they give you the slip, it can have its uses)
Group Camo skill (great for hiding and lying in wait to ambush unsuspecting prey)
Beastmaster:
3 Level 51 beasts (slightly stronger wyvern bite, slightly more damage, perpetual raven [i suppose this is good if you like scouting w/ravens...])
Group Herb (decent, but has limited use from what I can tell, as I see people target individual beasts alot, or area spells that drop them like flies)
Pack call (nice, let's you recall and run then collect pets later, not terribly useful)
Now...about the only reason I can see to choose beastmaster is if you are playing a werebeast (for the masteries) ranger, and you plan to be in wereform...alot. Is this how everyone else sees it? Is beastmaster even worth it as a choice?
