Feedback:User/Life Infusion/Intensity

Sunspear skills tend to be class locked, this one isn't

 * Warrior: Whirlwind Attack is more or less a warrior skill. You might see it on assassins or Dervishes, but adrenaline is a warrior (and paragon) mechanic.
 * Ranger: Never Rampage Alone is more or less a ranger skill since you need high expertise to run it effectively.
 * Monk: Seed of Life is locked to divine favor
 * Assassin: Critical Agility is linked to critical strikes.
 * Dervish: eternal aura
 * Paragon: There's Nothing to Fear is linked to Leadership.
 * Mesmer: Cry of Pain requires a Mesmer hex
 * Ritualist: Vampirism is not locked, but Spawning power has an effect on Spirits
 * Necromancer: (Necrosis) Hexes and conditions are primarily the domain of Necromancers. This sees abuse by other professions sometimes.
 * Elementalist: Intensity is not locked, has no benefit from Energy Storage. Right now it doesn't need to be elementalist damage, it can be a Ritualist spamming Spirit rift or Destructive was Glaive.

Armor penetration is not the (complete) answer
% Armor penetration isn't the answer, since Air magic would be made lame and Destructive was Glaive still invalidates Elemental damage since it comes in the same attribute as Splinter weapon. % additional armor penetration could work.

Also, armor penetration allows for damage to exceed listed damage on foes with low armor.

Possible Change 1
(5,0,10) Flash Enchantment. For 30 seconds, your Elementalist elemental damage spells deal % more damage and whenever you deal elemental damage with a spell, other nearby targets take % of that damage. You recover twice as fast from exhaustion but are Exhausted if not under an Elementalist attunement.

It would mean any target with 100 armor and cracked armor takes listed damage, whereas anything with 120 armor and cracked armor takes 70%. It goes downhill from there, where 140 armor with cracked armor takes 50%.

For air magic: With +40% damage then Orb (or Weaken armor + Invoke) would do 1.82x to 80 armor targets and 1.08x to 120 armor and 83.2% to 140 armor. I feel 193 damage on 16 air magic is not as powerful as it seems when you consider it is single target (or 3 targets with Invoke) and has to have weaken armor to push out that damage if it's Invoke. For single target damage, SoS outputs 75+ single target DPS on its own (before Bloodsong and Painful bond), so to match that kind of damage you need to put out 263 every time you use Lightning Orb.

This solution is favorable. old Intensity + old By Ural's Hammer each added 25%, so 1.25^2=1.5625x damage. +40% isn't as much, it's on par with a max Lightbringer title in DOA.

Shadow form assassins running Ebon Vanguard Standard of Honor and Sliver armor would not benefit since they get exhaustion (they don't use attunements).

Possible Change 2
Armor penetration + AOE (5,0,7) Stance. For 30 seconds, your next Elementalist elemental damage spell gains +% armor penetration and other nearby targets take % of damage done to the target of your spells. You are Exhausted if not under an Elementalist enchantment.

+15% armor penetration on top of the existing function, with one proc every 5 seconds and linking to Energy storage so it can't be abused with DwG (and to a lesser extent, Searing Flames). 40% armor penetration on air magic would push damage to 1.5157x on 60 armor targets or 80Armor with cracked armor. (25% is 1.2968x 30% is 1.3660x)

If you have cracked armor on 100 armor, instead of 70.7% of listed you will get 1.2311x with 40% armor penetration air magic. Numerically that's 130.5 instead of 75 damage from Invoke Lightning (before glyph of elemental power, elemental lord, consumables, etc.) plus 50%. With 25% armor penetration we have now, you can push 140 on 60 armor or (or 80 armor if you use Orb).

Most ele skills are on 6+ recharge (Chain lightning, invoke, fireball for example) save for searing flames, lava arrows. Lava arrows doesn't count as a real AoE since it hits 3 targets for flare-level damage.


 * +15% armor penetration could be +10% armor penetration (i.e. no scaling) and you would do 81.2% to 100 armor casters with cracked armor + 50% of that, which is 121.8%. At the top end, 120 armor with cracked armor, 89.175% listed (with 10% armor penetration x 1.5) since 59.5% is done to 100 armor targets with 10% armor penetration to lower it to 90.


 * The issue here is that you do 2x damage to 40 armor targets with 40% armor penetration and 2.2974x to 20 armor targets, on top of level bonuses... which is why solution 1 is better for the most part. However, the game is not balanced to 20 armor mobs.