I've recently just got the OoW expansion, and have been grouping in Dranik's Scar with some guildies.
My main grouping partner is a 64 SK (used to be closer in levels, but he plays a lot more than I do, lol) and we usually have a rogue and a cleric with us. We pull to Tibor (the big red Dragorn on the ledge) and we hardly have any downtime.
I started pulling with my arrows or just running by them to get the aggro, but I was having a hard time losing it quickly once I got the 3 mobs or so back to the camp. But after reading what Gladstrider said about pulling with Jolt (I'm using Cinder Jolt) the adds are much more manageable. (I don't know why I didn't think of that before, thanks Gladestrider for pointing that out)
The 1st mob comes in after being hit with jolt, the SK pulls off of me, the other mobs come in after me, I pull them away from the camp, root one at a time, and then hit each of the adds with Jolt. By the time I'm ready to help melee, the first is down, the 2nd is being off-tanked by the skelly pet and the 3rd is pretty much almost gone from the SK and rogue now. Most of the time I don't even melee, I just go right back out and keep the mobs coming. It's a great source of XP and some good augs are dropping there (which are upgradeable).
Anyway the whole point of this post is that if I had this zone when I was 51 I would have been just as useful pulling here. Anytime you are grouping in an outdoor zone (and Grieg's, lol), Rangers can manage adds and aggro effortlessly.
And as a response to those that say Rangers suck because they can't tank: WE ARE NOT TANKS. Our armor class and mitigation allows us to avoid hits and take damage just long enough to get that ROOT spell casted off. We are the masters of dealing damage without taking it. Admittedly archery is not the best form of damage, but it IS damage. If you figure that, uneffected by any focus effects, the 3 DoTs I use while root-rotting (Swarm of Pain, Drones of Doom, and Immolate) do a total of 88 points of damage per tick, archery easily adds 30-80 non-crit damage per hit. (I say 30-80 because of variations of DEX, Arrow, and Bow) And depending on your haste item and clicky
(Eyepatch of Plunder) you're actually hitting 2 or 3 times for every tick of the DoTs. All the whole time you're not being hit, because you're out of melee range. You land another root, melee at 20% (not those hard hitting 100 per hit quads, though) and walk away with between 75-85% HP and one dead mob.
Some argue for snare-kiting mobs rather than root-rotting them, but if you're not getting the double damage archery bonus from having a non-rooted stationary mob, I say you might as well stay in a safe spot, rather than running backwards all over the zone and being surprised by adds.
Rangers are a great class to play and by no means suck...if you know how to use them. Some people are just better suited for other classes. That's not to say that those players are bad players... but I just don't see myself playing a wizard, ya know?