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  1. #1
    Player
    xuxuliz's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    7
    Character
    Victorya Xuxu'liz
    World
    Phoenix
    Main Class
    Samurai Lv 70

    Newb Healer - Question(s)

    Hey all /)
    I'm have not healed actively since quite some time and finally got quite used to how CNJ/WHM works.
    But there is one thing that keeps on bothering me and im not sure how to act correctly:
    If Tank has 5+ Mobs around him AND there is no DD Class that does AoE damage, should i use Fluid Aura to lower the damage taken by the tank?
    If DD takes single mobs and ignors Tank should i push that mob?

    I had very very mixed reactions towards using Fluid Aura _and_ not using it.
    Halp ._.'

    Also is it just me or is "Quick Stoneskin" useless?
    (0)

  2. #2
    Player
    KinnisonArc's Avatar
    Join Date
    Oct 2013
    Location
    Grindania
    Posts
    467
    Character
    Kinnison Arcspeed
    World
    Tonberry
    Main Class
    Bard Lv 100
    If you feel like using Fluid Aura for extra damage, make sure to position yourself so the mob is between you and a nearby wall (if any) so the target won't get knocked back far from the tank's range or on the one that's about to die. Bosses mostly have knockback immunity so feel free to use it when it's up for extra DPS. There are also plenty of other (situational) use like interrupting an enemy's cast.

    And yeah, Quick Stoneskin is kinda pointless atm since it the cast time reduction is only half a second.
    (0)

  3. #3
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Quick stoneskin used to be graniteskin. 18% mitigation instead of 10, while other classes kept the untraited 10.

    Cross class Blizzard II instead, until you get holy, then use holy. Only blizzard II when the targets add up to be a higher potency than stone (3 targets) And stone II (4 targets.) Bam. You are the AoE.
    (0)

  4. #4
    Player
    Cynfael's Avatar
    Join Date
    Jun 2014
    Posts
    2,164
    Character
    Sacrilege Moonshadow
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by xuxuliz View Post
    Hey all /)
    I'm have not healed actively since quite some time and finally got quite used to how CNJ/WHM works.
    But there is one thing that keeps on bothering me and im not sure how to act correctly:
    If Tank has 5+ Mobs around him AND there is no DD Class that does AoE damage, should i use Fluid Aura to lower the damage taken by the tank?
    If DD takes single mobs and ignors Tank should i push that mob?

    I had very very mixed reactions towards using Fluid Aura _and_ not using it.
    Halp ._.'

    Also is it just me or is "Quick Stoneskin" useless?
    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.
    (5)

  5. #5
    Player
    xuxuliz's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    7
    Character
    Victorya Xuxu'liz
    World
    Phoenix
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Cynfael View Post
    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.
    thats what i was hoping to read. thanks :3
    (2)

  6. #6
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Just remember, as a healer your first priority is to deal as much damage as possible while healing the absolute bare minimum to survive. Don't fluid aura unless you can keep the monster in range of Holy.

    As a WHM yours is the only dps that actually makes a difference. Army of one indeed.
    (0)
    Last edited by Thunda_Cat_SMASH; 11-12-2016 at 11:02 AM.

  7. #7
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    Just remember, as a healer your first priority is to deal as much damage as possible while healing the absolute bare minimum to survive. Don't fluid aura unless you can keep the monster in range of Holy.
    The sarcasm is real, but this is absolutely what you should shoot for as an effecient healer. Only fluid aura when the mob is a breath away from death. :]
    (4)

  8. #8
    Player
    VanilleFang's Avatar
    Join Date
    Sep 2014
    Posts
    1,655
    Character
    Estellise Valesti
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    I find Fluid Aura much more useful as an "execute" of sorts on regular mobs. If the target is almost dead, you can throw out Fluid Aura + Aero, and if you screw up and the mob didn't die then the mob will just wonder back since Aero will remove the bind effect. It's something you have to practice though, and really try to get into the habit of only using it on mobs that are nearly dead or using it in your rotation against mobs that cannot get knocked back.
    (0)

  9. #9
    Player
    Cynfael's Avatar
    Join Date
    Jun 2014
    Posts
    2,164
    Character
    Sacrilege Moonshadow
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    Just remember, as a healer your first priority is to deal as much damage as possible while healing the absolute bare minimum to survive. Don't fluid aura unless you can keep the monster in range of Holy.
    Truth in sarcasm, actually. I completely agree with the above quote except to suggest that "absolute bare minimum" may be a little extreme if taken literally.

    Again, until you can heal monsters to death or otherwise win duties by HPS, you stay relevant and useful by staying busy.
    (8)

  10. #10
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,169
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    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.
    (1)

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