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Once the class refresh has finished, would you like the Pure Classes to be...

moderatelyfatman
moderatelyfatman
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I'm asking this question because Subclassing doesn't just offer higher damage but allows players to pick and choose some of the most unique skills in the game (e.g. Streak, Polar Wind, Cloak etc).
This grants subclass builds a higher level of versatility than Pureclass Builds so it seems fair that Pureclass Builds should have the edge in damage.

What do you think?

Once the class refresh has finished, would you like the Pure Classes to be... 120 votes

Stronger than the Subclassed Builds (but less versatile)
26%
AttorneyatlawlThe_MeatheadTaylord900SheridanLord_HevAsdaraValarMorghulis1896SneaKAylishWhoThenNow7emilyhyoyeonMilitan1404CambionnDuhnerothan117Nord_RaseriCAB_LifeEverest_LionheartRkindaleftAzuraFan 32 votes
Same strength as the subclass build
62%
ssewallb14_ESODenverRalphyrlindsey912nub18_ESOAlpElvenheartGiaurSilverBrideshadyjane62Lobotronkargen27RomoCastagereDestailillybitSgtSilockADarkloreKatahdinFaltasëNumber_51Elric_665 75 votes
Weaker than the subclass build
5%
ThoraxtheDarkJohnRingoSkaiFaithkarthrag_inakIshtarknowsAlterBlikaLunaFlora 7 votes
Other (Comment below)
5%
Muizerpeacenotekatanagirl1tomofhyruleSoaroraCatalinaWineMixer2 6 votes
  • AlterBlika
    AlterBlika
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    Weaker than the subclass build
    Subclassing needs more grinding which means it must be stronger overall. Otherwise what's the point?
  • moderatelyfatman
    moderatelyfatman
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    AlterBlika wrote: »
    Subclassing needs more grinding which means it must be stronger overall. Otherwise what's the point?

    Versatility. Being to do mulitple things that are normally unique to one class.
  • SirBanana1992
    SirBanana1992
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    Same strength as the subclass build
    Ideally, if the Class refresh is completed, every class should in theory have their own equal share of unique skills to pick from that are desirable putting pure classing and sub classing on an even level in the output they have and the value of the utility they provide.

    At least I'd like to believe this could be the case.
  • AzuraFan
    AzuraFan
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    Stronger than the Subclassed Builds (but less versatile)
    Stronger. Multiclassing (what ESO calls subclassing) should always come with drawbacks. It's always a trade off. But in this game, I'd be okay with same strength.

    Voted stronger because that's what should really happen, but at this point it would detract from the enjoyment of those who have been enjoying overpowered builds.
  • WerewolfMoonHunter
    WerewolfMoonHunter
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    Same strength as the subclass build
    I see it more as class/multiclass in D&D. Similar powerlevels but pure class giving you access to stronger skills of the class whlie multiclass more versatile yet with weaker skills.
  • tomofhyrule
    tomofhyrule
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    Other (Comment below)
    Subclassing (Multiclassing) should follow the same logic as it does in other games like D&D: a pureclass build should have access to the most raw power aka highest tooltips, but then be fettered by its inherent weaknesses. A multiclassed build should be able to trade off some power to account for those weaknesses.

    In the end, the 'power' level of both should be similar, but that requires 'power' to have a wider definition than just the number in the tooltip.
  • SgtSilock
    SgtSilock
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    Same strength as the subclass build
    I mean, isn’t there an obvious right answer in your poll?

    Why would anyone want anything less than equal strength across the board? It should come down to playstyle, not one option being better than the other.
  • Emeratis
    Emeratis
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    Same strength as the subclass build
    Ideal world for me would be players have the choice of the builds they enjoy most. Dps, healing, and tanking of monoclass and subclassing would be relatively equal in terms of numbers/raw output and offer unique playstyles and flavor people enjoy to not feel homogeneous. I know it's not necessarily easy to do this, but other games I play do this quite well and without the problems that have plagued ESO's combat. I've always preferred more open/free build/class games and it can be done no matter the game genre and it feels more true to the spirit of TES.

    I feel if things stayed the course as they were with making it so all skill lines had desirable things for all roles but more diluted power for said roles things would have eventually been fine but I'm now worried about an overcorrection because a lot of people keep throwing around class identity and ignoring those of us who have said our class never felt like it fully fit our identity. For several of my characters, the class I chose was what fit the most but it still sometimes felt disappointing for a few of my characters. ESO started with 4 classes and had major gaps in popular/traditional rpg classes and even now with 7, we still have massive gaps that other systems/games don't have. Subclassing gave people the ability to make elementalist and other frequently asked for classes/archtypes. There are some many people ask for that can't be made at all really with the current class lines (bard, monk, hydromancer, etc).

    I just want to see more build variety in general. Let's not pretend we had build variety much before subclassing hit, and as I mentioned a lot of cool/fun rp based build options right now are not doing well either. I don't expect every combo to be viable for every class/subclass/role, but it would be nice if there was less dramatic difference between my group content builds and my overland/for fun builds for me personally.
  • karthrag_inak
    karthrag_inak
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    Weaker than the subclass build
    Unpopular Opinion Khajiit does not care about getting salt. And yes, Khajiit has shared this before.

    The Elder Scrolls is NOT a class-based game world, and it NEVER has been - at most, classes were ALWAYS just suggestions, starting points to be exceeded as one grew in power and experience. One of the prime attractions of the Elder Scrolls IP for many folks is the lack of any focus on "Class Identity" in favor of "Player-crafted Identity". That is certainly the only reason khajiit has played ES games since 1994 when he got Arena new.

    Classes in RPGs were always cop-outs, since the 70s when Gary Gygax couldn't get past the middle earth experience, and this is why, without fail, more advanced games from the same game designers, including Gygax, did away with classes in favor of more targeted advancement.

    For the first time, with the subclassing publish, ESO has accomplished being a true Elder Scrolls experience in the actual player experience.Is this implementation balanced and fair? Of course it is not, but the solution is simple - provide penalties to performance of subclass skills - a flat -5% for all subclass skills and bonuses alone would be sufficient to nearly even out the play experience.

    But as a dedicated player of every class in every role (except healer, khajiit is a terrible healer regardless of class), Khajiit would rather nothing change than the Elder Scrolls player experience enabled by subclassing be diminished in any way.

    So many other games of every kind exist that are married to the class concept. ESO should not aspire to rejoin them.
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  • PDarkBHood
    PDarkBHood
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    Same strength as the subclass build
    For the first time, with the subclassing publish, ESO has accomplished being a true Elder Scrolls experience in the actual player experience.Is this implementation balanced and fair? Of course it is not, but the solution is simple - provide penalties to performance of subclass skills - a flat -5% for all subclass skills and bonuses alone would be sufficient to nearly even out the play experience.

    Hey, new information from a couple weeks ago from their ESO development video. They are coming out with Class Mastery for all pure classes that will use additional passives to 'even-out' the discrepancies with subclassing. Check out their latest video for details (about 1 hour 2minute mark), which should make pure-classes very happy - an interesting take on achieving some sort of balance. Should be out with update 50, but depending on development it could be longer.

    https://www.twitch.tv/videos/2702125838?filter=archives&sort=time
  • spartaxoxo
    spartaxoxo
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    Same strength as the subclass build
    Subclassing (Multiclassing) should follow the same logic as it does in other games like D&D: a pureclass build should have access to the most raw power aka highest tooltips, but then be fettered by its inherent weaknesses. A multiclassed build should be able to trade off some power to account for those weaknesses.

    In the end, the 'power' level of both should be similar, but that requires 'power' to have a wider definition than just the number in the tooltip.

    This is what I meant by same strength personally.
  • SneaK
    SneaK
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    Stronger than the Subclassed Builds (but less versatile)
    Pure class should be stronger at something… perhaps the overall goal/theme of that specific class. Subbing skill lines should have a diminishing effect that takes away from the core theme of the base class.

    Or, they should have really just leaned into subclassing instead of multiclassing. ie, a DK with two DK classes and a Necro line could have been a deathknight with unique bonuses to defile and DoTs, instead of just basic skill line passives.

    Multiclassing will remain top tier for builds unfortunately because there is no tradeoff.

    (PvP perspective)
    Edited by SneaK on March 5, 2026 5:09PM
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Soarora
    Soarora
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    Other (Comment below)
    Ideally, we’d get to a point where it doesn’t matter who brings what skill line to a trial. Like how stagger can be done by a pure class tank, subclassed tank, subclassed dps, or pure class dps. That way, people could theoretically play how they want and as a group still have all the buffs & debuffs covered.

    However, I have my doubts that it’ll ever be perfectly balanced. If balance is unobtainable, then pure class should start off as stronger for supports and dps. We’ve had the past 10 years to grow attached to our characters as pure class, making them HAVE to become a thematic nightmare to be effective is something I truly hate. And I’ve tried multi classing FOR the roleplay but one of the builds just doesn’t work great and, while I like the other one, its for overland so doesn’t really matter if it’s effective.

    Caveat though that I understand some people have made multi class builds that aren’t a thematic nightmare. Since from what I recall, they’re mostly dps builds and not support builds, I think an easy fix is to buff relevant sets (like elemental succession for “elementalist” sorc/dk/warden) and/or create new sets or passives or something that recognize what skill lines you have (ex. “If you have Winter’s Embrace and Ardent Flame, you apply a stack of Frostburn whenever you apply Chilled or Burning”). Or even, once we get to the point of getting new classes, could have certain line combinations be recognized as its own class (ex. If you have Winter’s Embrace and Ardent Flame, you can choose to make your third line the Frozen Flame line, giving you access to new skills). I know it’d be a lot to balance though so just spitballing.
    Edited by Soarora on March 5, 2026 5:39PM
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • Radiate77
    Radiate77
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    Same strength as the subclass build
    We have three skill line role stacking and people complain about it, so the obvious change, the one ZOS are implementing is to make all Skill Lines efficient at each role and it’s not enough for these people?

    Interesting.
    Edited by Radiate77 on March 5, 2026 6:35PM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Everest_Lionheart
    Everest_Lionheart
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    Stronger than the Subclassed Builds (but less versatile)
    From a purely DPS standpoint subclassing should offer superior versatility where a pure class should offer superior damage. Currently subclass builds are superior in both by a wide margin.
  • Radiate77
    Radiate77
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    Same strength as the subclass build
    From a purely DPS standpoint subclassing should offer superior versatility where a pure class should offer superior damage. Currently subclass builds are superior in both by a wide margin.

    Are you aware that 99% of Subclassing function as good, if not worse than Pure Starter Classes?

    Aedric Spear - Restoring Light - Shadow

    Worse than both…

    Aedric Spear - Restoring Light - Dawn’s Wrath
    Assassination - Siphoning - Shadow

    So what utility are you gaining on Templar when you can’t take advantage of the inherent synergy between Shadow and Assassination?
    Edited by Radiate77 on March 5, 2026 8:00PM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Yudo
    Yudo
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    Same strength as the subclass build
    Has to be balanced I guess so choice is more impactful, the smaller the gap the better.
  • Tyrobag
    Tyrobag
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    Same strength as the subclass build
    Unfortunately this isn't the direction they're going anymore. They did a 180 at the last minute, and now DK is getting a pure class only buff (on a single skill, rendering any build not using that skill effectively weaker) instead of just balancing it correctly.
  • DenverRalphy
    DenverRalphy
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    Same strength as the subclass build
    Tyrobag wrote: »
    Unfortunately this isn't the direction they're going anymore. They did a 180 at the last minute, and now DK is getting a pure class only buff (on a single skill, rendering any build not using that skill effectively weaker) instead of just balancing it correctly.

    Every class is getting that treatment. DK is only the first in line to get it.
  • CatalinaWineMixer2
    CatalinaWineMixer2
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    Other (Comment below)
    They need to be stronger than Subclass builds because they are not diluted by other classes. Cherry picking the best buffs and skills needs to come with a penalty since the pure classes are unable to do so.

    I chose other because It is not in any way fair to make pure classes less versatile. Pure classes need to be able to function in all 3 roles. The only drawback should be as it always was. Things like the DK being a superior tank, the Templar being a better healer than other classes. Sure you can use them in all roles, but some accel in certain ones.

    No one should be able to have 3 of the same type of skill lines. 3 tank, 3 healer or 3 dps lines. 2 ok, that's 1 more than the pure classes but it should not vary widely in max damage output. It should also be impossible to put every type of buff on yourself without multiple supports being with you. It will stop gatekeepers and require us to have real supports, not fake healers and tanks or another way to skip mechanics.
  • wolfie1.0.
    wolfie1.0.
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    Same strength as the subclass build
    I think that there should be parity between builds once everything is complete. To me this means that each skill line should have the following.

    1) a spammable heal, dps, or taunt skill
    2) active skills with benefits to healing, dps, or tanking.
    3) a passive benefit to having either a certian # of skills from that line slotted or just a single one
    4) at least one passive that benefits the skill line it's attached to.
    5) at least 1 skill passive that benefits the players character directly.
    6) at least 1 skill that benefits other class lines
    6) at least one skill that is unique to that skill line that no one else has access to (e.g. cloak, streak)

    Those are kinda my requirements for a balanced system.
  • LunaFlora
    LunaFlora
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    Weaker than the subclass build

    is this just about Damage numbers or more?
    i hope for Class balance that lets dozens of builds have similar damage and healing numbers, subclassed and not.
    The Class Refresh seems like it will help at least.


    if this is not just about damage numbers then,
    i think Subclassing is stronger simply because you can use skills your base class does not have. Like Nightblade's Cloak and Sorcerer's Streak.

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  • Elvenheart
    Elvenheart
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    Same strength as the subclass build
    I just wish that for accuracy it had originally been called multiclassing since that is what it really is.And while I LIKE the idea that pure classes should be a bit more powerful and specialized but have an inherent weakness that could be made up by subclassing at the cost of some power, for the purposes of balancing and game play I agree that pure classes and sub classes should have the same strength so that no one would be forced to use a specific sub class combination or be excluded from activities.
  • SkaiFaith
    SkaiFaith
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    Weaker than the subclass build
    Incentives.

    I played solo for years and was poor. I damn wanted to get rich and I heard I could have made tons of money with a guild trader. What did I do? I exited my confort zone and joined a guild. I now have been part of many guilds, even been kicked, but I've had fun in a way I wasn't going for by myself, and now I enjoy the new world it opened up to me.

    If a player creates a Templar based on "I wanna roleplay a paladin" he could just stick with it for 50 levels and more and never even consider trying something different just because "why should I? What would I gain?"
    Subclassing is a playstyle you unlock, it requires investment, it NEEDS incentives otherwise you could scrap it all together from the game (which is what many would wish, but not today brothers) because why bother?

    Subclassing giving more power will push players to create Alts, trying different classes, just the same way that Dungeon or Trial gear encourages to try those different types of content.
    It would sound like saying "man! The overland set that drops from Eastmarch is the set of the Dragon! It's the freaking dovahkiin! It can't be topped by Sergeant's Mail, what's even that?" - I get roleplay, but it shouldn't make an entire system worthless.


    EDIT: btw my reasoning is based on how it has been implemented. Ideally I'd prefer if from the game first start the player could choose any 3 skill lines, without any premade class. IN THIS CASE, I wouldn't expect subclassing to be more powerful and I'd want everything to be equally balanced.
    Edited by SkaiFaith on March 5, 2026 11:29PM
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  • Emeratis
    Emeratis
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    Same strength as the subclass build
    I have seen a lot of comparing subclassing in ESO to D&D's multiclassing and I don't think they're as comparable as people think and that's not how me or a lot of other people see them. Since the ttrpg can of worms is open, I agree with an earlier comment of D&D is not a great system to compare here and often hinges on archaic habits that most people don't enjoy. As a longtime ttrpg enjoyer it's one of my least favorite systems to play in. D&D's class system (barring homebrew) is very rigid and "you get what you get and if it doesn't fit your vision you have to take heaping power penalties to get what you want. Ironically, it suffers from a similar issue to eso subclassing currently where there are a handful of busted min maxy multiclassing combos that are op and from an rp/flavor standpoint are often blatantly obvious the players is a powergamer who will frankenstein their build for every little ounce of power.

    I recently played daggerheart and I see the subclassing system or what it should be/I want it to be more like that. In daggerheart, each class has domains for their identity. While they have multiclassing too, they express their class system more in a classes can overlap a little in domains but it can still manifest in different ways. For example an assassin has midnight and blade, while a rogue has midnight and grace. Midnight as a domain offers shadow magic and stealth similar to the nightblade shadow line, while grace offers more charm/illusion type stuff and blade features combat/martial stuff. I translate subclassing in eso very similarly with how someone could take the shadow line to be a shadow mage or a more martial thief/rogue/assassin type and flavor is built onto by other lines chosen for a class. Multiclassing in daggerheart (and eso) for me would be if you were able to take more than 3 skill lines but for every one you take there are penalties to your power, because in more open class systems that is how multiclassing works. Also, daggerheart has both subclassing and multiclassing as concepts in their system.

    A little bit of an tangent but I feel the can of worms was opened by so many people bringing up multiclassing but it really is not the same thing. You can debate how subclassing and multiclassing are defined because some systems and games and ttrpgs view them as similar but they are largely different game concepts that happen to be similar and sometimes have overlap.
  • peacenote
    peacenote
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    Other (Comment below)
    Struggling to answer this because damage isn't the only role. Personally I like classes to be a little unique so it's not just about "pure class vs subclassing" for me. I never really liked the road ZOS went down when they standardized everything. I liked it better when some classes were better at tanking, some were better at healing, and some were better at damage. A lot of the more special abilities have been standardized, or BIS abilities are not even class abilities (like the orb for healers).

    I don't really want it to be that ALL pure classes are stronger in damage. I would like some pure classes to instead be better at tanking than others, or healing, but maybe not as strong in DPS.

    This poll is just worded like they ALL should be equally the same in damage dealing and that's boring to me. Not that, as others have said, it will ever be perfectly balanced anyway.
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  • Tyrobag
    Tyrobag
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    Same strength as the subclass build
    Tyrobag wrote: »
    Unfortunately this isn't the direction they're going anymore. They did a 180 at the last minute, and now DK is getting a pure class only buff (on a single skill, rendering any build not using that skill effectively weaker) instead of just balancing it correctly.

    Every class is getting that treatment. DK is only the first in line to get it.

    Yes, that's the problem. Every pure class is getting an inherent advantage over other combinations of skill lines, even ones that are currently inferior already. Rather than balancing the skill lines correctly so that any combination is as close as reasonably possible. They doubled down on this with their added plan to have pure class only passives. This changed from wanting to balance the skill lines to a soft rollback of subclassing real quick.
  • Asdara
    Asdara
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    Stronger than the Subclassed Builds (but less versatile)
    I think Pure Classes should always be stronger in terms of raw power.

    A character that dedicates their entire progression to mastering a single discipline should logically reach a higher level of efficiency than someone who splits their focus between multiple paths. Mastery should translate into higher raw output, especially in things like DPS or role performance.

    Subclass builds should absolutely have advantages, but those advantages should come from versatility, adaptability, and creative synergies. Being able to mix mechanics, cover more situations, or build unique combinations is already a powerful benefit.

    If a hybrid build can match a pure class in raw power while also being more versatile, then there’s very little reason to commit to a pure class in the first place.

    To me the most satisfying balance is:
    Pure class = maximum mastery and peak performance in its role.
    Subclass build = more flexibility and creative builds, but slightly less optimal in raw power.
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  • Yudo
    Yudo
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    Same strength as the subclass build
    Tyrobag wrote: »
    Tyrobag wrote: »
    Unfortunately this isn't the direction they're going anymore. They did a 180 at the last minute, and now DK is getting a pure class only buff (on a single skill, rendering any build not using that skill effectively weaker) instead of just balancing it correctly.

    Every class is getting that treatment. DK is only the first in line to get it.

    Yes, that's the problem. Every pure class is getting an inherent advantage over other combinations of skill lines, even ones that are currently inferior already. Rather than balancing the skill lines correctly so that any combination is as close as reasonably possible. They doubled down on this with their added plan to have pure class only passives. This changed from wanting to balance the skill lines to a soft rollback of subclassing real quick.

    This is what I like though. The immediate problem is a power gap between pure and subclassing.
    Pure classes getting unique passives elevates the identity and helps bridge this gap.

    We'll see how it evolves but this satisfies both votes here where pure classes are stronger within their own class, while trying to shrink the power gap between pure and subclassing. End result is pure classes lean into more power via their class mastery, subclasses lean into more power via versatility and picking the ideal skill lines, but the power balance is ideally equal.

    So depends on the perspective you had when voting too.
  • CalamityCat
    CalamityCat
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    Same strength as the subclass build
    I'd be happy with pure and subclass builds being equally strong, or with pure builds being a bit stronger. Because it should be a genuine choice what route you take. Also so there is a variety in what players can play and feel effective with. It also makes sense that a pure specialized build is the strongest, so I can see both sides there.

    I think players should be able to build competitive tanks, healers and DDs using any pure class, or through combining skill lines with subclassing. Because DPS is just one measure.
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