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Cezar
10-23-2019, 09:27 AM
Imagine you have one of each class, 12 pg total. What would be best way to form 2 balanced group to exp?

Going a bit deeper wich race you will pick for the class and why?

BlackBellamy
10-23-2019, 10:03 AM
Nice ask. Please describe to me which race you would pick for each class. Provide an argument for why you would make this choice. For your second task, you will be given an array....

Raekwondo Erudson
10-23-2019, 10:04 AM
Imagine you have one of each class, 12 pg total. What would be best way to form 2 balanced group to exp?

Going a bit deeper wich race you will pick for the class and why?

The profession of my companions is of little importance, as long as the blood of Father Erud courses through their veins.

Tecmos Deception
10-23-2019, 10:42 AM
Imagine you have one of each class, 12 pg total. What would be best way to form 2 balanced group to exp?

Going a bit deeper wich race you will pick for the class and why?

Taking like 2 minutes to think on it and several more to describe why:

Enchanter, sham, druid, monk, SK, wizard for 1 group.
Bard, cleric, necro, rogue, paladin, mage for the other group.

Both groups have CC, regen, mana regen, hp/ac buffs, multiple sources of heals, multiple sources of roots, snares, multiple potential pullers, a snap-aggro tank, strong damage shields, lulls, invis, ivu, feign death, harmshields, resistance buffs, run speed, ports, a variety of damage types and both burst and sustained damage, and multiple sources of stuns.

Top group lacks rez, unfortunately, but I wanted a 3rd rooter (pally) in the bottom group and they don't get rez for a long time anyway, and I couldn't move the wiz without leaving the top group without ports or bard speed or a second source of stuns.

I'm unsure which group would perform better. The enchanter probably shouldn't charm very aggressively without cleric hp/ac/heals or any source of rez, but the druid can charm animals too and everyone in the group can contribute to damage somewhat in different ways. The bottom group has more sustained/less risky damage because of necro AND mage pets, but bard melee buffs aren't nearly as nice as enchanter+shaman buffs and the bard will be busy with providing CC and the only sources of mana regen and hp regen already.


Warrior gets left entirely out for lack of utility and inferior exping aggro. Ranger gets left out because they don't bring anything that isn't covered already by someone else who doesn't have an exp penalty.

DMN
10-23-2019, 10:57 AM
Bard, necro, mage, shaman, wizard, druid

Pets and nukes.

Warrior, rogue, cleric, enchanter, SK, Monk

keep the warrior in low health and tank/spank with SK aggro.

Baler
10-23-2019, 11:01 AM
12 mages, faceroll classic.

zaneosak
10-23-2019, 11:01 AM
I always preferred my groups to be high dps. Although sometimes that led to sitting 60%+ mana waiting form mobs to repop. Leveling in my 50s on my cleric in Old Seb ABC or Diso groups I would always prefer.

Tank: SK/Paladin
Healer: Cleric (me)
CC/Haste/Slow: Enchanter
Puller+DPS: Monk
DPS: Rogue
DPS: Magician or Necro

My replacing shaman for the mage/necro sometimes was ok, but sometimes made dps slow depending on the players/gear.

I just realized this is "Green" forum so you can ignore this post until Kunark gets released.

Tecmos Deception
10-23-2019, 11:02 AM
I always preferred my groups to be high dps. Although sometimes that led to sitting 60%+ mana waiting form mobs to repop. Leveling in my 50s on my cleric in Old Seb ABC or Diso groups I would always prefer.

Tank: SK/Paladin
Healer: Cleric (me)
CC/Haste/Slow: Enchanter
Puller+DPS: Monk
DPS: Rogue
DPS: Magician or Necro

My replacing shaman for the mage/necro sometimes was ok, but sometimes made dps slow depending on the players/gear.

I just realized this is "Green" forum so you can ignore this post until Kunark gets released.

At least Baler was trolling when he didn't follow the rules.


The profession of my companions is of little importance, as long as the blood of Father Erud courses through their veins.

He's just mad that he can't participate in this thought experiment because of erudite class restrictions.

Gustoo
10-23-2019, 11:13 AM
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

Baler
10-23-2019, 11:22 AM
At least Baler was trolling when he didn't follow the rules.

He's just mad that he can't participate in this thought experiment because of erudite class restrictions.

what :confused:

There are 14 classes, OP wants combinations using 12 different classes.
It's a loaded question.
Imagine you have one of each class

I didn't break any rules. There were no rules to begin with.
at least that's how I interpreted it. Nows the chance for someone to double back and attempt a 4d chess move on me.

Tecmos Deception
10-23-2019, 11:26 AM
what :confused:

There are 14 classes, OP wants combinations using 12 different classes.
It's a loaded question.

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.

uygi
10-23-2019, 11:45 AM
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.

Baler
10-23-2019, 11:46 AM
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 :p

Tecmos Deception
10-23-2019, 12:16 PM
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 :p

Now I'm confused about how you could be so confused by this thread.

Nobody ever said there are a million combinations here. There's no problem here because it's just a hypothetical. His criteria do affect group composition. That's the entire point of a thought experiment like this. 12 mages isn't even a valid answer, let alone "the correct answer," because it isn't even responsive to the question being asked. He didn't ask what your favorite two groups were, or what the strongest two groups were. He asked how would you build two groups using no more than 1 of each class so that both groups perform well to earn experience.

And I was talking about erudites because that part of my reply was addressed to Raekwondo. I thought that much was obvious since I specifically quoted him right before the part of my post that was directed at him.


Yeesh, Baler :p

Baler
10-23-2019, 12:25 PM
Yeesh, Baler :p

I'm honestly not invested in this thread. I post a lot, none of them at A's. :o

So yeah 1 warrior, 1 cleric and 10 rogues.

Gustoo
10-23-2019, 12:45 PM
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

bum3
10-23-2019, 12:46 PM
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.

Cezar
10-23-2019, 01:12 PM
Yah! There are 14 classes ��

Cen
10-23-2019, 02:15 PM
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.