Or they can use repose.Thank you for not even reading the OP like everyone else.
Knocking back non-primary targets makes the tank/party take less damage and can interrupts casts. Freeing up the healer to do more damage themselves. You can be the tank without having absolutely everything hitting you. Yet everyone that breaks sleeps seems to think they can't which is even more annoying.
I used to use Fluid Aura for low level dungeons like Tam-Tara such as how the OP had. On off-targets.
My reasoning at first was it'll bypass a few initial hits on the tank. Since there is no way to sleep the mobs at low levels, this was the next best defensive action.
(Repose is level 26, Tam-tara is level 16~18, we don't even get Stoneskin (lvl34) on main WHM for those dungeons)
I've faded out from using it, mainly because saving the tank from 3~4 normal attack isn't worth the time and effort that I could be using throwing stone and aero on the main target.
Since, it Fluid Aura is more of an defensive action, I would rather lean towards offensive to just finish the dungeon faster.
Additionally, since it is a binding attack, if anyone happens to decide they want to attack the binded off-target, that'll un-bind the target. Thus, making your Fluid Aura action pointless in the first place.
Now, the only times that I do use Fluid Aura is if the tank is under geared and I have to focus all my efforts in keeping him alive. Which is rather rare.
As a tank the only time I don't like when a WHM toss Fluid Aura willy nilly, is the same reason the OP has mentioned.
The worst case scenario is when a WHM knocks back those demons that spawns after the imps in Tam-tara. The reason being is it'll knock the demon over the ledge.
This causes the demon to be out of the line of sight of all ranged DPS.
Additionally, if the tank has to move towards the knocked back demon, then the tank is also out of the line of sight from the healer.
This means now the healer can't target the tank, and everyone has to position themselves.
Last edited by lackofwords; 02-08-2014 at 09:27 AM.
In the context of most of the posts here they would get mad if you used fluid aura and slept it away from everything else so it doesn't get broken. They would also feel compelled for some reason to to run over and hit it. Because it might make it hard on someone attacking a target they never should've been on.
Just an idea here.. Call it a random strike of DUH.. but why not just stand 15 yalms from the tank. Healer gets hate? Okay then, Fluid Aura.. Suddenly, OMG! The mob is magically right back in front of the tank once more! You can all call the bomb squads now, because I'm sure your minds were all just blown.
Leader of Tonberry Assassins <STAB!> of Coeurl, a social & light raiding FC.
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So now you're advocating using two abilities (Fluid Aura and Repose) to achieve the same effect that a single ability could have achieved (Repose) all the while still annoying the tank. A mob that has been knocked away from the tank is a mob that isn't getting hit with Flash.In the context of most of the posts here they would get mad if you used fluid aura and slept it away from everything else so it doesn't get broken. They would also feel compelled for some reason to to run over and hit it. Because it might make it hard on someone attacking a target they never should've been on.
Did you read what you quoted or are you just trying to pick an imaginary argument? You also have provoke when it wakes up.So now you're advocating using two abilities (Fluid Aura and Repose) to achieve the same effect that a single ability could have achieved (Repose) all the while still annoying the tank. A mob that has been knocked away from the tank is a mob that isn't getting hit with Flash.
I swear you would've thrown your system out the window if CC was used to pull like other games.
I hope these statements are made in relation to dps'ing with fluid aura specifically... Otherwise, I think the two of you need to rethink what you're saying... Big time.
I won't get into the reasons why since that is kinda unrelated to the topic in this thread, but seriously there's a whole separate discussion about dps as whm... I suggest you both go and read that thread.
ofc i will get angry if u use it for anything beside saving yourself if i ever lose aggro
As both a White Mage and a tank, I've got no issue with using Fluid Aura if you are being attacked, but I wouldn't recommend using it for much besides. Generally, the best use of the skill is facing towards the tank so that when the mob is pushed back, the tank can easily grab it with Provoke and Flash, thus saving you the need to concern yourself with the beast.
One thing to be careful of is how you manage aggro after that. As a tank, you need to hit provoke AND a hate-building skill like Flash to keep that mob off the healer, which means waiting on GCD. Healers should be wary of this fact and avoid building too any aggro until it's re-established on the tank. In general this should be pretty easy, but in tougher fights like Coil Turn 4, not curing can be a death sentence for someone so in those circumstances just play it by ear.
That's actually even more annoying even though the whm thinks it helps. I've seen that macro where whm's fluid then repose...it's stupid.
It may help once in a blue moon, and tanks tolerate it, but it completely kills grouping, make everyone's targeting wonkly, especially the tank. A good couple of seconds is lost with everyone finding the are hitting an out of range target..and realistically, brute force tactics is normally much much much more effective for trash pulls This is because you regen at rapid rates out of battles.
For the 6-8 seconds while a whm is doing that stupid macro, and may actually help, that's 3 cures gone, or a burst down.
In most trashy pulls, a good pt can stun lock and aoe and burst down the 1st target in seconds, leaving 2,3 easy pickings. A whm that think's he's excellent and fluids things and then wastes more CD time and reposes...well shit, complete formation lost.
maybe 1/10 pt would actually want a whm that repose much less fuid on the offense. It's great for defense, but it causes more problems then it solves. There is maybe one or two difficult pulls per dungeon, if any.
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