In combination with an AF debuffing Necro I could see that they start to approach Nuker DPS to the point where you might be able to call them a DPS class without blowing your soft-drink of choice through your nose, but otherwise the only thing remotely useful I can see about'em in a FG would be long range interrupts. Long Shot fires fast and out to 2500-2750 range, toss in Remorseless for snare procs and you can be a pretty good PITA.
I can see a Scout doing fairly well in that scenario because you do have Slam, but when you factor in BT & a BG, Casters actually tend to have better survivability then Archers. Not even that Salad Plate is going to help you survive any actual melee train attack, and certain classes like Zerkers, Savages, or Champs will roll over you solo in 3-4 rounds about the same as they do on a Caster.
I really think the Necro was the key element to make this work well at all. Basically if the Necro debuffs the target, the Archer is going to be a long range pain train all by himself.
I also wouldn't recommend "Day Walker" spec for a Scout, because a Scout can spec 42 Shield and 50 Bow w/o gimping his Stealth, and any points he puts into melee are wasted anyway. It's just not going to be worthwhile for him to swing his weapon outside interrupting someone whilst being hit themselves. You need the Stealth for the biggest front-load DPS shot anyway.
A Hunter is a different matter, but even a Sword Hunter would be 50 Sword & 50BC, and you'd still have 28 Stealth. The Hunters pets of course will spend most fights being CCed, so they'll largely be a non-factor IMO. I'd greatly favor the Scouts Shield here for Slams/peeling over the pet, but of course the Hunters superior melee puts them about on par overall.
A Ranger might be interesting for his RR5, but he has to be too close to use it generally and ends up being disarmed himself for 15s...it's nice though for resetting stun immunity and thus could lead to a 14s stun on someone. Otherwise the Ranger would be by far the least desirable visi group Archer I imagine.
I think it's great when you can get a dedicated group of friends to let you play what ever class you want, or at least let you
try to play any class to see if you can make it work. If not though, obviously you're hurting your team if you're not playing the most optimal class you have available to you. (Of course odd-ball teams can be fun, and when you have a Necro in there you're already down a different path that opens entirely different options, so yeah other classes may suddenly fit in better then they normally do. That AF debuff is such an ability that simply is otherwise not available, is very powerful, and nothing in the game synergizes quite as well with it as Archery does, since Archery is basically a powerful ranged melee-damage attack.)
If Theurgs didn't exist, and Amnesia & NS weren't 2300+ range, I think we'd probably see more Archers in RvR as long-range interrupters that would force support to move further back and thus probably cause more overextending headaches for the enemy.
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