Mantra of Conviction - "Dishearten" - Slows the movement of enemies within 20 yards by 30%
Demon Hunter
Cull the Weak - Damage against slowed enemies increased by 15%.
I was just reading some of the runes for Mantras and came across this, thought I would share incase some other people had missed it aswell. Take "Steady Aim" aswell and you have a 35% passive damage increase more or less all the time.
Skip the middleman on the aura, gain survivability.
I don't get it. The aura isn't the middleman, it's what perma-slows people in the first place (add a Dashing Strike or a Thunderclap rune and you can pretty much "stick" to someone).
Unless you're relying on Crippling Wave for the slow, but that depends on getting a third hit on someone, and it only affects people on melee range around you (something like 6-8 yards) instead of a 20 yard aura.
You're slowing them so that another person might do 15% more damage to some of those targets. The middleman is trying to synergize between classes before your own.
Or just get the 12% additional damage so that everyone does 12% more, instead of just one class with one specific passive.
Or you can just do 12% WD to all and call it a day.
Or you can have both on the things worth killing; that which will live long enough for you to get Crippling Wave up.
Or just get the 12% additional damage so that everyone does 12% more, instead of just one class with one specific passive.
The 12% extra damage is still there, since the slow comes from a Mantra of Conviction rune, essentially the DHs in your team are doing 27% extra damage to slowed targets. It's not like you're giving it up.
Or you can just do 12% WD to all and call it a day.
I guess it's still kind of useful if you're going to play with 2 or 3 other Demon Hunters, considering that by doing the 12% WD you're giving up the crowd control part of the "bonus damage". That would be specially useful on PvP. Plus 15% extra "bonus damage on everything" is probably going to be better than 12% Holy Damage (because enemies can have a generic "holy resistance").
Or you can have both on the things worth killing; that which will live long enough for you to get Crippling Wave up.
True. Still, in PvP all targets are probably worth killing (but I understand your point was mostly for PvE), and a guaranteed permanent slowing aura is safer than relying on a 3rd hit of a combo with a much smaller range (the aura still works great when you're disabled, Crippling Wave doesn't).
I still think the build is pretty legit, specially for PvP and with a couple Demon Hunter teammates with the passive; but at least now I got your point (and I somewhat agree with it).
The 12% extra damage is still there, since the slow comes from a Mantra of Conviction rune, essentially the DHs in your team are doing 27% extra damage to slowed targets. It's not like you're giving it up.
Demon Hunter
I was just reading some of the runes for Mantras and came across this, thought I would share incase some other people had missed it aswell. Take "Steady Aim" aswell and you have a 35% passive damage increase more or less all the time.
Skip the middleman on the aura, gain survivability.
I don't get it. The aura isn't the middleman, it's what perma-slows people in the first place (add a Dashing Strike or a Thunderclap rune and you can pretty much "stick" to someone).
Unless you're relying on Crippling Wave for the slow, but that depends on getting a third hit on someone, and it only affects people on melee range around you (something like 6-8 yards) instead of a 20 yard aura.
Or just get the 12% additional damage so that everyone does 12% more, instead of just one class with one specific passive.
Or you can just do 12% WD to all and call it a day.
Or you can have both on the things worth killing; that which will live long enough for you to get Crippling Wave up.
The 12% extra damage is still there, since the slow comes from a Mantra of Conviction rune, essentially the DHs in your team are doing 27% extra damage to slowed targets. It's not like you're giving it up.
I guess it's still kind of useful if you're going to play with 2 or 3 other Demon Hunters, considering that by doing the 12% WD you're giving up the crowd control part of the "bonus damage". That would be specially useful on PvP. Plus 15% extra "bonus damage on everything" is probably going to be better than 12% Holy Damage (because enemies can have a generic "holy resistance").
True. Still, in PvP all targets are probably worth killing (but I understand your point was mostly for PvE), and a guaranteed permanent slowing aura is safer than relying on a 3rd hit of a combo with a much smaller range (the aura still works great when you're disabled, Crippling Wave doesn't).
I still think the build is pretty legit, specially for PvP and with a couple Demon Hunter teammates with the passive; but at least now I got your point (and I somewhat agree with it).