Geo school can deal good damage.
my elemental rangers record is an impalement crit into flame explosion at lvl 16 did 2k damage earthquake is also an extremely awesome skill.
but for that high damage you would have to invest a few points into geo(10).
you can ofc just put one point into geo for venom coating and add venom runes into your dagger. that way you will probably break armor and magic shield of physical armor affine enemies at the same time.
whether this is ideal though is questionable. I don't see why you must have a fourth school to maximise damage output either. especially if you are not lone wolf this hardly makes any sense.
if you want to maximise damage you evenly spread your combat points into warfare / scoundrel
/ dual wield. Due to the exponential scaling. to be more precise because crit starts with a 50% damage bonus you woul dwant to invest 10 more points into warfare and dual wielding 10 dual 0 scoundrel 10 warfare 1.5*1.5*1.5 ~ 3.75... Damage bonus. compare that to 18 scoundrel 2 warfare no dual wield 1.0*2.4*1.1 ~ 2.64 bonus. evenly spreading the same points 7 dual 6 scoundrel 7 warfare 1.35*1.8*1.35~3.28...
this is a rough estimate however because I don't know how finesse factors into the equation. if dual wield and finesse behave additive and not multiplicative then you would want to take dual wield only for the evasion.
if warfare even scales additiv and not multiplicative then you would instead take the sum of finesse dual wield warfare and scale scoundrel to be equal to those.
but I'm fairly certain, that at least warfare is a multiplicative scaling factor.Edit:
so I just did some detailed testing the damage formular for physical crits is as follows:
weapon damage * 1+(attribute+ weapon mastery)*5/100* 1+(warfare*5/100)* 1.5+(scoundrel * 5 / 100)
practically that just means to optimize your raw physical damage output you want 10 more warfare than scoundrel.
as a general observation though: if you guys want to play tactition and I highly recommend you do, cause that's where the fun fights take place. Glass cannons don't lead a healthy life. And a knocked down or frozen rogue deals no damage either.
high wits might be helpfull but is also a wasted stat. Wits should be a primary ranger stat to scale crits.
what I resort to instead: living armor to regain magic armor on any heal. I have high necro so I lifesteal a lot that counts too and use bone armor to get some stupid amounts of phys armor once one or two enemies are dead!
living on the edge and deathwish(necro) also has superb synergy 2 turns of not dying and a huge damage boost when on low life allow for a very mean comeback

many necro skills also deal physical damage so they scale well with warfare.