With 6.0 around the corner and that big announcement showcase coming this Friday, I want to discuss some ideas for WHM's Fluid Aura skill. I know this topic has been beaten over several times already, but I think this should be done again since the new expansion is right around the corner. I still have some hope that Yoshi-P and SE will realize their mistake for oversimplifying healers (and tanks too) this expansion and reverse their course like they did with previous jobs in past expansions, i.e. HW Bard.
So for Fluid Aura I already posted these ideas in several old posts, but I'll post them again regardless. The skill needs to be part of WHM's DPS toolkit. I doubt anyone has it on their hotbars as the only reason you need the skills was for a Conjurer's job quest back in the early levels.
Here is a simple way to make Fluid Aura a reliable DPS skill for WHM. Pretty basic and boring, but it's a start.
At level 25, the Conjurer will receive a trait (Water Mastery) that turns Fluid Aura into a Water based DPS skill. The Binds Target effect will be completely removed, but the skill will turn into the following:
Water II (Name a work in progress)
Deals Water Damage with a potency of 240.
An Instant Cast ability with a Cooldown of 30 seconds
The trait and the skill itself will be earned through a class quest.
This is the easiest solution to fix Fluid Aura. Nothing flashy and somewhat boring, but Fluid Aura will finally be dragged out of our skill list and placed on our Hotbar at last.
Here are some more traits that upgrade Fluid Aura as you level.
Level 54: Water Mastery II
Upgrades Water II to Water III
Potency is increased to 280.
Level 64: Water Mastery III
Upgrades Water III to Water IV
Potency is increased to 320.
Level 74: Water Master IV
Upgrades Water IV to a new Light based DPS skill (Light based because of the way 5.0's story plays out).
Potency is increased to 340.
Level 82(84?): Water Master V
Upgrades the new Light based DPS skill to Flood (or Water V)
Potency is increased to 360.
Again, this is a pretty basic solution to solve Fluid Aura but it is decent. I have way more suggestions to solve this problem, such as syncing Stone/Glare and Fluid Aura into a 1-2 spell combo. But I'll post that at another time after some thinking.
And let's not forget, Aero III needs to make a comeback. God I miss that skill.![]()