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  1. #1
    Player
    ArkAurelius's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    163
    Character
    Ark Aurelius
    World
    Cerberus
    Main Class
    Gladiator Lv 57

    Tips on playing CJR/WHM as a pseudo-DPS?

    so here I am, leveling my conjurer to get the maximum class cross potential for my main PLD, leveled him from 15 to 25 in 2 days, and so far, I like it.

    However, I find the class to be passive in nature. Just stay in the back and heal just isnt my thing, even though thats what healers do, basically.

    I, however am taking a more active approach, switching from Cleric Stance in and out when to attacks enemies, gauging my allies's HP and healing them and managing aggro rates and overall just contributing two-fold to the team.

    Course, its imperfect. Just one ill-timed heal or one too many Stone IIs and the tank crumbles. I also cant do this all the time when facing a boss with a huge attack date and damage.

    Anyone got any tips for a CJR that wants to play part DPS?
    (0)

  2. #2
    Player
    Asdamine's Avatar
    Join Date
    Sep 2013
    Posts
    253
    Character
    Lea Sahaquiel
    World
    Coeurl
    Main Class
    Lancer Lv 50
    At low level, any kind of DPS has great potential of taking aggro away from the tank. I suggest you stick with Aero instead of Stone. Or simply stop the DPS once you see you are gaining aggro.

    nce you reach higher level, aggro will not be an issue for tanks (in terms of healer doing DPS).

    A skill healer is knowing what situation to do what. Not doing something and have patience are also part of your skill as a healer.
    (0)

  3. #3
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Pretty much what Asmadine said. On mobs that die fast and don't hit hard use Regen Stoneskin and Stone II. On mobs that hit hard and live longer your DoTs provide the greatest damage per GCD while still letting you heal.
    (0)

  4. #4
    Player
    SeraviEdalborez's Avatar
    Join Date
    Mar 2011
    Posts
    1,558
    Character
    Seravi Edalborez
    World
    Hyperion
    Main Class
    Gladiator Lv 90
    Aero2: 210 total potency (50 upfront, 40/tic for 4 tics)
    Aero: 200 total potency (50 upfront, 25/tic for 6 tics, instant cast)
    Stone2: 170 potency
    Fluid Aura: 150 potency, off-GCD

    All fights should ideally be started with Aero2 > Aero > weave in Fluid Aura before next GCD > Stone 2 spam.
    Reapply Aero/2 as they reach 3 or less seconds remaining, unless the enemy will likely die in less than 18/12 seconds. Do not shoot for Fluid Aura if it's going to take longer to walk over to an enemy than it will to cast Stone2, it's not worth running over and using it. Also don't use it if the knockback is going to burden everyone else (although if it's extremely close to a wall or does not get knocked back, you should still use it).

    There is a small window at the end of a spell's cast bar where you can move and still have it fire. This is key to "inching over" to an enemy to use Fluid Aura without impacting your spell rate. Experiment with it.

    WHM DPS is extremely simple because, aside from Holy for AoE, this is all you have. After you get Stone2, Stone1 should never be used for damage again. Only for the very rare occasions you actually want to apply the Heavy effect.
    (3)
    Last edited by SeraviEdalborez; 01-20-2014 at 02:17 AM.

  5. #5
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by SeraviEdalborez View Post
    Also don't use it if the knockback is going to burden everyone else (although if it's extremely close to a wall or does not get knocked back, you should still use it).
    This is the most important thing to remember when using Fluid Aura, and it bears excluding and pointing out for emphasis. As you're likely well aware, being a healer, it is not your own singular accomplishments that are important, but the accomplishments of the group, of which you're a vital member. As such, using Fluid Aura on a target currently being attacked, while it increases your own damage, reduces the damage of any melee and the tank, and as such is ill-advised.

    However, if you've learned beforehand that a monster is immune to knockback (Most, but not all, bosses are), feel free to use it then. Also, if there is an add that's not currently being attacked and is unslept (Maybe is unable to be slept, like Tonberries in WP) you can use Fluid Aura to knock it back and buy the tank 8 seconds of not being hit by it. That way you're dealing damage AND contributing to the defense.
    (4)

  6. #6
    Player
    PetiteMalFleur's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,252
    Character
    Viva Diva
    World
    Gilgamesh
    Main Class
    Scholar Lv 60
    I use fluid aura on mobs attacking me or a dps. Boss fights for damage as they are typically immune to the knockback
    (0)

  7. #7
    Player
    Rbstr's Avatar
    Join Date
    Aug 2013
    Posts
    512
    Character
    Robin Ster
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Fluid aura is a great way to piss off a tank/dps. Use it wisely
    Even on mobs that are coming after you. At least in my experience, low-level tanking, it goes like this:
    Start pull --> overzealous healer starts cure spam on first tap --> mob strips before flash/overpower --> I run after mob to hit it with enmity --> fluid aura pushes it out of range again --> "why can't you keep agro?" --> RAGE.
    (0)

  8. #8
    Player
    Mikedizzy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,028
    Character
    Rain Arrows
    World
    Behemoth
    Main Class
    Bard Lv 60
    Yeah...too funny...the Fluid Aura push back I only use when enemy is against a wall unless I am solo.
    As healer I just DoT and Stone II when it is safe to do so....I learned this quick when i was trying to be a bad ass and then noticed I let the Tank die...damn it...LOL.
    So you can DPS just be smart and don't go too crazy. Make sure you have regen on be using <tt> so that you don't have to switch targeting to heal which will save you so much time.

    /macroicon "Aero II"
    /ac "Aero II" <tt>
    /ac "Aero II" <t>
    (0)

    Server: BEHEMOTH
    FC: CASCADIA
    Playing since Beta phase 3

  9. #9
    Player
    MrDiezel's Avatar
    Join Date
    Dec 2013
    Posts
    194
    Character
    Diezel Lon'dik
    World
    Cactuar
    Main Class
    Pugilist Lv 50
    1. Please use Fluid Aura responsibly. You helping could turn into you prolonging a kill, and would have been better off standing around and healing. Or even pushing an enemy into un-engaged enemy territory

    2. If youre looking to dps and heal (both efficiently) you definitely need to use macros for all your Attacks, using the placeholder <tt> (target's target) so you are able to target your tank (or any ally) for healing purposes, and be able to attack without manually changing targets (Great for PS3 users).
    (0)

  10. #10
    Player
    Low_Kick's Avatar
    Join Date
    Oct 2013
    Posts
    36
    Character
    Low Kick
    World
    Lamia
    Main Class
    Archer Lv 50
    The only real good use I found for it was pushing a mob away from boss area during WP SPs like the tonberry before fighting goobue and the skele before pudding. Other than that, just don't use it while in a party.
    You won't be able to appreciate how annoying that skill is unless you start tanking and then having a whm constantly using it on mobs u are attacking, or even when the whm gets hate, u provoke+shield lob only for them to use FA and grab hate again.
    (0)

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