Quote Originally Posted by Cynfael View Post
Just to add on about Fluid Aura, it is absolutely the bane of party play if you use it incorrectly. Do not use it even to interrupt casts unless the ability that's winding up really, really needs to be stopped. This is rare considering that there aren't a lot of devastating room-wide AoEs or crippling debuffs that are used by normal mobs without knockback immunity.

Sudden knockback can easily interrupt line-of-sight for other casters if the target is instantly pushed even a little out of range or to one side, and a few yalms can make the difference as to whether or not the AoE that someone else was centering on that target hits everything or almost nothing.

In short, never use Fluid Aura to try to "save" the tank from a little extra damage. Even if literally no one else in the party cares, removing the mob from the tank's vicinity can make it so that the tank has to track it down and build enmity on it all over again since it continued to build hate from your healing and didn't get Flashed or Overpowered along with the rest of the mobs.
To expand on this very good point with some numbers, if you use Fluid Aura on a single target, you do 150 potency and might interrupt each other party member from performing 200 to 500 potency attacks each for one or two GCDs. On a target that is part of a group, it could be between 200 and 500 per party member per target. While numbers on the high end of this range won't happen until 50 and beyond, even at lower levels this means that it'll take longer to kill everything, if even just by two or three GCDs, and the tank will end up taking more damage because things aren't dying as quickly as they could.