Player's complain that the combo of two chosen's/knights/Dok's/WP/Slayer's/shamans/AM's... blah blah are a powerful combo and you need to downplay/change the class in order for other classes to fit into a 6 man. Because different tank classes need to be taken in the same group as opposed to repeat same tank classes. Because the ENTIRE GAME is fighting to get into a single 6 man and nothing exists outside of that.
The player's making those comments/arguments are actually supporting my arguments but I reach a different conclusion... being... Yes those combo's are very powerful... because this game isn't made for the classes to compete for slots... Because this games original design was based on same race groups being uniquely powerful. In addition, this game is not purely about 6v6. This game is a RvR game not a 6v6 game/arena game despite how desperately player's want it to be. You can make groups that compliment each other by stacking/overlapping outgoing effects over multiple groups.
Lets take a look at the chosen class.
Spoiler:
The game has a mountain of same race/class combo's where if you combo it with itself is very powerful. There is a TON of abilities which suggest rotating if you want the 100% upkeep on the desired effect. Such as shatter limbs/Bad Gas has a 10 sec duration but 20 sec cooldown. You take two slayer's/SH to maintain the effect for 100% upkeep. This is also done with morale's such as Sprout Carapace/(old) mountain spirit 30 sec duration. All morale's have a hard set 60 sec cooldown. Which mean's if you want 100% upkeep on the desired effect you take two chosen's/runepriests.