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Old 10-23-2019, 11:46 AM
Baler Baler is offline
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Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
I didn't find this confusing. He wants you to pick no more than 1 of each class to compose 2 groups. That there are 14 classes means 2 classes get left out.
Right, I said that aswell. But the problem is there isn't some infinite number of combinations.

I believe there is only ~91 combinations. Furthermore the problem in my mind lies with only allowing 1 of each class. This hugely impacts group composition.

ultimately 12 mages is the correct answer. I didn't even bring up erudites so idk where you got that [You must be logged in to view images. Log in or Register.]
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Old 10-23-2019, 11:13 AM
Gustoo Gustoo is offline
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I want to make an ogre only guild. In that case I would make the group composition

Shaman Shaman SK SK Warrior Warrior

Might swap one SK for another warrior or shaman for higher DPS
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  #3  
Old 10-23-2019, 11:45 AM
uygi uygi is offline
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Originally Posted by Gustoo [You must be logged in to view images. Log in or Register.]
I want to make an ogre only guild. In that case I would make the group composition

Shaman Shaman SK SK Warrior Warrior

Might swap one SK for another warrior or shaman for higher DPS
Naw, SK, Sham, War*4. Warrior better DPS. Depending on lvl range might want second sham for more heals, although letting wars catch up to SK aggro will let them ping pong and share dmg.
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6 hybrids in one group.. i believe you may actually LOSE experience per kill.
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Old 10-23-2019, 12:45 PM
Gustoo Gustoo is offline
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Originally Posted by uygi [You must be logged in to view images. Log in or Register.]
Naw, SK, Sham, War*4. Warrior better DPS. Depending on lvl range might want second sham for more heals, although letting wars catch up to SK aggro will let them ping pong and share dmg.
Yeah I'm worried about heals.amount in the hi 40s lot of burden on 1 shammy
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  #5  
Old 10-23-2019, 12:46 PM
bum3 bum3 is offline
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GP 1. Rogue, pally, bard, shm, monk, druid. Dwarf pally, barb rogue/shm, half elf bard, halfling druid/human monk. Melee group maxamizing melee dmg. All good race to kill evil guards. Druid for DS and movement.

GP 2. SK, cle, ench, mage, necro, wizard. Ogre sk, DE cle/ench/mage/necro/wizard. Maximizing caster group. All evil race to kill good guards. Wizard for movement. This group wants to farm jboots.

GP 2 has more pre-kunark dps.. GP 1 will catch up kunark. Both groups can handle any situation.
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Old 10-23-2019, 01:12 PM
Cezar Cezar is offline
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Yah! There are 14 classes ��
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Old 10-23-2019, 02:15 PM
Cen Cen is offline
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Loaded question doesn't mean a complex/difficult question it means a malformed question that includes a false premise that by answering you accept automatically.
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