Ranger/Monk is very enjoyable. It does benefit a great deal from hunter's mark (regularly get off 4 attacks on a single target with flurry of blows), but I have found that the sheer physical abilities of the two meshed is making it so I don't even want to use hunters mark most of the time. Pretty much you pick up a bunch of reactionary defensive effects (defensive duelist, absorb elements, monk stuff, etc) and use your mobility to bring your significant offensive abilities to the fight. The trick I have found is not looking at what you can do at maximum damage, but what you can you can bring to the fight. The build allows for a relatively high survivability, very strong anti-magic capability (silence, fog), extra effects when using ki, and a high minimum damage provided you have a high dex. If you want really high damage (equivalent to 4 attacks with a greatsword) then you have to cast a hunter's mark, but it is not needed to be effective and have a great deal of fun.
If you go melee, it effectively plays as a medium attacker that gets significant gains throughout leveling.
One build I am interested in trying is an eldritch knight multiclassed with a ranger. The spell slots could be a problem, but the sheer amount of AC that class can generate without magic armor is staggering. Additionally, booming blade, polearm master, war caster, and spell sniper can all be leveraged to allow booming blade to be cast at 10 feet with a pole arm. It turns out that you can use colossus slayer once a turn, not just your turn and booming blade counts as a melee attack. So you can use, as a reaction, colossus slayer (1d8), booming blade (NA->3d8), and polarm (1d10) on a creature within 10 ft, to which if the creature continues to move to get to you or another it triggers the rest of booming blade. You can then on your turn use colossus slayer, booming/green flame blade, and polarm attack... then make another full polarm attack as a bonus action if eldritch knight is level 7 or higher.
Eats a lot of feats, but doable by level 8 due to fighter feat progression or level 6 if variant human. You would want level 7 or 10 eldritch knight anyways due to abilities.
-Biggest negative is the low amount of spell slots.
-Biggest positive is that the spells used by ranger and eldritch knight can be highly effective without needing high wisdom or intelligence, so strength and constitution can be the high stats.
----Silence, healing spirit, goodberrys, and zephyr strike are all really good spells for ranger
---- magic missile, shield, and any buffing concentrating spell are good for wizard (assume con proficiency from fighter and advantage with warcaster)