People like you who can't read are part of the problem. And your assumption I have a bias against Sch because of 8 runs of current normal content is both hilarious and sad. Ever heard of being impartial?You also forgot the 30 second cooldown on Indom, making this impossible, probably because you haven't really played Scholar much at all (or are simply trolling). On a related note, you also can't even do this with Lustrate (1 second cooldown there, bare minimum of about 7-8 seconds for even that assuming perfect play). (For Indom, you're looking at a bare minimum of 3 minutes to get off six indoms...and that's literally using it on cooldown.)
Perhaps you were thinking of Afflatus Rapture for WHM (which only has a 2.5s CD)? (Still couldn't do it in 2-3 seconds 6 times, but they could in theory do it roughly twice as fast as a SCH could if the lily gauge started at full, and add a couple Assize into the mix as well during the same timeframe (which heals the same as Indom while also DPSing and restoring mana).
Not contesting your point here (I agree), but noting that you tend to play WHM [literally 67% of your healer parses are as WHM, not SCH), so there's likely bias in your assumptions that SCH can do things it can't.
3. You cannot use 6 indoms in 2 seconds, even if it's cooldown were to be removed. Why would I make a video for you when not only did I not say that but you can easily test it yourself? Why do you have to be so ignorant?1. Last I checked you could save your lillies and use all of them during downtime. So in 5 seconds of downtime I could easy use all 3 of them to prepare a misery for when the boss comes back. Why do I need to generate a lily specifically during the down time, do you even know how these work?
2. 10 glare casts in 30 seconds. I guess you're only concerned with hitting a dummy where you don't need to move at all. In cases where I do need to move, I'd sure rather take a 75 potency loss from using a lily as opposed to taking a 300 potency loss from losing a glare. Maybe you'd just rather lose the glare though?
3. You cannot use 6 indoms in 2 seconds, even if it's cooldown were to be removed.
4. Yes, how fast you can cast the heal does matter. Where is the math? You can't just say "you literally can't use math" when you don't do any math yourself. There is no math here.
5. The amount of required healing being low is very relevant here, especially when you're pretending that lillies sole purpose is to heal and that misery only exists to make using them hurt less.
Do you even play healer? There is so much wrong with your post, that I almost didn't feel like even replying to it. To be honest, I'm not really sure why I did.
Edit:
I really don't feel like posting a second time and pointing out everything you said is wrong once again. All I have to say is there are many layers of irony in the above quote. Have a nice day.
Edit 2:
Woah 10 indoms in 5 seconds. I bet someone doesn't know that it's still not possible even in the way you describe. Why don't you try and use 9 lustrates in 5 seconds and see for yourself. If you can post a video of this I'll even apologize and admit that you're capable of doing math.
Though I don't agree with all of this it is very informative and I actually learned something from it.Ok lets get this out of the way. Healing is capped by keeping people alive. The less healing you can do while keeping everyone alive, the better. This is because anything more than this is essentially unnecessary. DPS on the other hand is not capped, and the more dps you provide the faster things die the less you need to heal the less likely you are to hit enrage. It also helps with un-healable mistakes people may make (like OS missed mechanics) by providing backup dps they should be making.
Moving on.
Currently completely irrelevant. Mana was never an issue for WHM and although it was one for SCH in dungeons the recent AoW change was enough to highly minimize this. SCH has no mana issues in other content though... Not even close to needing more than 20% of our mana. It's also a difficult comparison because SCH was built around the concept of not being able to do much without stacks whereas WHM is perfectly viable in all departments without lilies.
I think the issue lies here, I'll go more in detail in the next quote but if you can't separate 1 and 3 then it is either a communication issue on my end or a lack of understanding on yours. 1 never even makes a distinction between healing and dps OGCDs because it's all the same.
OGCDs are a dps loss by nature (kinda). The basic use of an OGCD is by clipping your GCD. Because they have an animation time it offsets your next GCD cast and delays your damage. This creates a dps loss. Weaving an OGCD into another instant skill with appropriate levels of damage (bold for emphasis) is therefore a dps gain compared to glare + clip because you have no loss from the animation (it fits in the gcd window)
This is completely different from 3 which is a mention that it is possible to execute your job (healing AND DPS when talking about afflatus) while moving. They're two very separate things.
AF used to do something else and we wouldn't be having this conversation if it still did.
This is where your math falls short. Misery is 900 pot, Glare is 300 pot. Because you need 4 GCDs for misery that's 225 pot per afflatus GCD.
Now when it comes to OGCDs, lets consider a standard .8s animation time. You have bene, tetra, assize, asylum. Assize should be used on cooldown. And never delayed more than 10s if even that. Depending on your healer comp asylum and tetra should also be used pretty close to their cooldown times.
With that in mind we can already say that even if you 100% overheal your afflatus skills, when mobile and unable to cast anything else, it's your most potent DPS skill. If you're running around not being able to cast (titan car mode in eden)? Just spam your afflatus rapture or solace, that's as if you were a SCH casting Ruin II.
Now, what if you're stationary and can cast glare? If you clip your glare to use your ogcds (Lets say you only need to use one ogcd). That's 300 potency over the span of 3.3 s (2.5 gcd and .8 clip animation). That's 300/3.3 = 90 potency per second. Compare that to an afflatus skill + clip where the clip animation fits within the gcd: 225/2.5 = 90 potency per second. You're falling exactly even. This can turn into a DPS gain if you have a relatively high ping, if you cast Misery on more than one target (which btw would be so massive it would be a dps gain over just glare with no clips) or if you cast misery during a buff window.
What if you need to use two ogcds (assize and tetra for example)? That would be glare + 2 clip > 300/4.1 = 73 potency per second vs 225/2.5 = 90 potency per second. It's a dps gain by a significant margin.
The rule here is that you should always cast afflatus skills before your ogcds, in the worst case scenario it's just the same as clipping but in many others it's a dps gain.
And this is without even looking at the healing component. Hence why I said you would still use this suit of skills even if they didn't heal. You would just use them as a better version of SCH Ruin II. But the gameplay would be essentially the same.
If you are stationary and have nothing to weave you'd have absolutely no reason to use afflatus if it weren't for misery.
Afflatus is a DPS uptime tool, that's all it is. The fact that it heals just means it's easier to use, but the healing is secondary to the DPS component. As I've explained before, it's made obvious from the fact that removing misery would be more detrimental than removing the healing.
I still disagree that the healing is secondary to the dps because even if misery was removed you would still use it. Granted it's a fact removing misery would be more detrimental overall than removing the healing but I think that's more of an opinion clash.