Feedback:User/Akbaroth/eles in farming

I'm new to this so i'm not sure if this is how/where i should be doing this, but here goes:

I have been focusing solely on my ele for some time and have thus far seen that eles (among other classes that are not currently my concern) really cannot get into any farming groups in high-end areas (fow, uw, urgoz, deep, doa, slavers). as far as i can tell this is because in HM and high-end NM things have far too much armor against their spells. rodgorts often only hits for less then 50 dmg against a caster (with 16 fire magic, which comes to 127 base fire dmg) when doing anything interesting. However i also understand that in pvp eles are accepted, probably because they hit for good amounts of dmg, so that makes any direct boosts in dmg tricky.

E-surge and VoR mesmers, FoC and ss necros, and RoJ monks all do armor ignoring dmg. I understand that in high-end areas it is reasonable to raise enemy armor, but all of the above builds care very little about armor, while ele nukers do less and less dmg the more and more armor foes have. As mentioned before i'd be doing less then half my full dmg each hit, while all other casters'd be just fine. i'm not saying we should make all ele dmg armor-ignoring, that would (magically speaking) make armor a moot point and over power eles.

i am however saying we should find a way to boost their dmg in pve and i have a few ideas on how to do that.

Note: By farming group i'm thinking the generic tank take aggro while every1 else stays back, then comes in to nuke everything and kill them before they scatter and go after the softies.

Pve-only ele skills: Intensity, and Elemental Lord

Intensity as it stand is, in nearly every way, inferior to "By Ural's Hammer!"

i was thinking something like this for it:

Enchantment Spell. For 20 seconds your spells deal % more damage. Pretty much the same thing but lasts longer, more potent, recharges faster, and cost triple the energy. i feel it would vastly help with the quick strong damage spikes needed for farming grps, without making them overall to devastating

or you could make it like a sunspear/ele version of the lux/kurz derv skill so it would effectively reduce, but it would still have the same reduction to enemy armor (to those who are not aware aura of holy might does not directly raise dmg by a percent like the description says, instead, to put it simply, it reduces your opponents armor by the number. so it's much stronger than it looks)

as for elemental lord:

For 60[sic] seconds you have + in all elemental attributes and your spells have +% armor penetration.

i pretty much came up with that on the spot, so don't judge it too harshly.

i also looked at physical classes for inspiration. they often have a small base dmg on their weapon, but most of their damage comes from the +dmg on skills. the +dmg ignores armor, so even physical classes are not so bad against high-armor foes. this idea seems to be a bit more out-there, but here goes:

in pve only, half of all elemental dmg is armor ignoring. i.e. if i cast a spell that deals 100 damage agaisnt a foe with 100 armor, the first 50 of the 100 dmg would ignore armor but the second 50 would be halved to 25 by the opponent's armor. so the overal dmg would be 75, instead of 50. i feel this last idea is the best because no matter how much armor your foe has, you will at least be guaranteed a certain chunk of it, w/o making it too over powered. as to things that are supposed to have a specific resistance to a certain element give them and innate percentage decrease in dmg (like a permanent mantra of flames for destroyers/burning titans).

this would also help deal with the fact that many ele bosses deal 400+ aoe dmg in one spell

if (as i suspect) we don't want to change game mechanics too much, possibly integrate it into elemental lord. for example:

for seconds you have +1 (maybe +) on all elemental attributes and half of your spells' elemental damage ignores armor.

here's hoping eles get brought out of the whole soon. this is Akbaroth signing off.