Mobs cast spells almost instantaneously in hell anyway. Kick is really just a damage boost and hope for a lucky interrupt imo.
Bah, I totally missed this when trying my ranger, Cleric / Shaman get similar things but you don't know they exist until you put points into the talents. Can we add a +0 auto attacks to the talent description so that people can see these? This is fantastic and very likely makes ranger the highest dps in the game, more on this later.
Kick: sure, if you pay enough attention to interrupt that 0.2s cast, it should be rewarded. It should be this way across all classes.
Faerie Fire: Mana eventually will be a non-issue now that mana leech is fixed. Should only be used on rares or higher anyway.
Snare: You'll find this to be your main source of damage, ranger isn't the only class that gets this fountain of hits and its really the means of playing endgame with an elite weapon.
Warder's Rift: You're looking at it from a chaining perspective, I'm looking at it as about the only way to kill bosses in hell. The only way you're going to be able to keep your health up is to reduce the boss damage even if it hurts yours. I'd support it not being even though, have it reduce your damage less.
Feet Like Cat: Stuns are annoying and frankly make swarming impossible until you have high stun reduction. That's just the way of the game though, any class that can't play as ogre suffers from this. I've brought up that stun durations are a bit much at this point and will hopefully be reduced in the future.
I really wasn't planning on lvling another character but I just might have to try ranger. If I compare "additional" damage beyond the 5 autoattacks between cleric, shaman, and ranger, I find ranger to be the huge front runner. Weaving spells inbetween auto attacks is miserable on shaman / cleric but ranger can just spam skills.
The real power is rapid shot, with the right talents its 4 arrows per global cooldown, each arrow with a chance to deal explosive or lightning damage as well as benefiting from passive +damages. You can easily stack 100 passive damage and push it upwards of 250 which is a whopping 1000+ free damage every global cooldown.
The real question is their defense. You've got a slow (only hits one target, bummer), warders rift, a long cooldown heal, mitigation from high parry / riposte, and the potential regen from warders rift (no idea how much this heals). Depending on how far you can stretch life leech I really don't thinking this is enough to do endgame. To put it in perspective, I put cleric as kind of the mitigation benchmark for endgame, 7 second heal, guardian angel, and massive mitigation through buffs is just enough for most scenarios.
I'll level my ranger a bit tomorrow and see what happens. Can't believe I missed the +4 autoattacks hidden in snare.