Okay, so this seems kind of miscellaneous, but I think it would add some polish to a couple of things.
Enemies already produce auras with a color that is relative to the damage type (green for elemental, yellow for piercing, and so on), but an experienced knight knows not all major threats are directly related to damage. Some enemies have attacks that don't directly produce damage, but are still potentially lethal.
Examples?
-Zombie breath, how many times have you died before in FSC because you're fighting 20 zombies at once while one troll zombie in the back spits fire breath and you can't tell his lone animation from the grievous amounts of flinch going down already.
-Toxoil or Giant Lichen Colony dash attacks. This might be a bad example because I'm pretty sure toxoils like to do this spontaneously just to mess with you.
-Boss devilites promoting underlings to more dangerous forms
-Trojans casting an attack-up buff, though this might have an aura already since it can deal monstrous amounts of darkness damage all at once (since the attack up buff buffs the AOE damage from the attack up buffs. Yo dawg I herd you like buffs, etc)
Merited some of these examples are worse than others, but I think if we added blue auras around enemies when they produce non-damage based attacks/abilities it would add a bit of sometimes missing clarity to combat.
What's everyone else's thoughts on this? I'm sure some people kinda dislike auras already for making things "easy" on many occasions, but for some people (like those with lag issues) auras can prove a very important forewarning mid-combat.
While the windups for your mentioned attacks are already very distinct and easily recognizable, I don't have a problem with this.