Feedback:User/Life Infusion/Aura of Faith

This skill has so much potential but it is recharge limited
Prot is incredibly underpowered in PvE right now since you are better off running an ER ele if you want to prot. This is an elite conducive to monk primaries running prot. However, by its very nature, it forces monks to dump 10 energy to heal people.

Prot only has 2 options to heal, Dismiss Condition and Gift of Health with a moderate Heal spec (8+1 or 9+1 is common) like on ZB monks (which are outdated when we have WoH and Healing Burst hybrids).

Problems with the skill
The skill itself doesn't heal. It boosts divine favor healing, so you get maybe 70 or 90 heal from just casting it. That's not very encouraging when you can run Smiter's Boon and get the same numbers (100% more from Divine Favor is AoF at 15 Prot). So on its own it puts out a very small heal (30-40ish) which is the same as the incidental heal from Healing Burst.

If you followup with Gift of Health @9 spec, then you get the equivalent of a 200 or so heal. That doesn't matter much when this combo is on 8 cooldown and requires 10 energy, meaning you're better off with ZB or WoH hybrids.

Following up with Dismiss condition at a high prot spec lets you get the equivalent of 150 or so heal, with one condition removed. That's decent, but recharge limited once again. Compare this to Mend Body and Soul, which heals for a flat 100 or so and removes multiple conditions when teamed with an SoS ritualist. As far as healing, the heal boost is substantial, to the point it doesn't feel like a prot elite. However, it doesn't affect Reversal of Fortune.

The duration versus recharge is unwieldy for prot with this much strength. Prot Spirit and Spirit Bond are used quite frequently and the former is 5 recharge, with SB at 2 recharge in PvE. Both are 0.25 cast so AoF has no advantage here other than energy. If the damage spike is going to be large (numerically), you're better off with these two skills. If the damage is going to be large in terms of packets (Conjures, Ignite arrows, 100 Blades), you're better off with Shield of Absorption or Seed of Life. 3 seconds (4 with enchant mod) isn't long enough to stop packet damage and autoattack pressure (i.e. melee) and since it isn't a blocking skill, adrenaline is still gained, unlike with Shield of Deflection, Weapon of warding, or even Guardian.

For example, Invoke Lightning, halved damage is 70-80 damage on casters. You're better off just slapping a Prot Spirit or Spirit Bond in that case. Energy Surge, weapon damages are around 90-100 damage so Prot spirit would be suboptimal there, Spirit Bond would likely win out. AoF has the biggest potential against assassins, but 3-4 seconds is too short to last against an entire skill chain of Jagged Strike > Fox Fangs/Wild Strike > Death Blossom/Twisting Fangs/etc + Impale or Assault enchantments. Never mind that Assault Enchantments destroys this skill.

Running the skill means you pretty much forgo any shot of a decent party heal. Divine Healing and Heaven's Delight need to be run on a UA bar, Heal Party needs HB and UA combined to be noteworthy.

Versus degen and packet (Conjures, 100B swords) kind of pressure, Healing Burst does better than AoF.

Changes
Coventina the Matron, Willa the Unpleasant, and the Mursaat Monks show us the skill is indeed powerful. Even with orison spam, the buff is substantial. The original rendition of the skill was similar to a targeted Healer's Boon and I feel the skill should shift more heavily toward the prot aspect (i.e. like Aegis (PvP) but without 30 recharge).

Prot Option
Enchantment Spell. For 4 seconds, target ally receives % less damage. Health gain from Divine Favor is increased by %. 5, 0.25 , 5


 * Like Guardian for rainbow/blood/invoke spike or a Life Barrier pre-prot. This would probably need a PvP split, though since it doesn't boost healing outside of direct heals (i.e. rewarding skilled play) it could remain un-split.


 * The heal comes out to around 110 with high spec in prot and decently high DF (13). Currently, it amounts to a double DF on cast, which is ~40ish heal. It makes Smiter's Boon + AoF a viable backline since Reversal of Damage would heal for the equivalent of ~120 (currently you can push the equivalent of 140 or so but given the recharge that is not too viable).


 * 5 Recharge makes it able to deal with enchant stripping better. Most enchantment removals are on 10-15 cooldown.


 * I like this sort of a buff to the skill since it doesn't necessitate a followup heal but allows for one to be used.

Heal Option
Enchantment Spell. For 5 seconds, target ally gains % more health from healing, and receives % less damage. 5, 0.25, 4


 * Lower recharge synergizes with Dismiss condition as well as WoH/Burst monks. It also allows Patient Spirit to be more viable when targets hover around 50% (currently it heals around 160-170 on a HB/UA bar meaning it overheals quite a lot unless you catch someone at ~50-60%). Even 5 recharge would be decent although it needs to compete with Spirit Bond and Protective Spirit.

Nearby range option
Enchantment Spell. For 6 seconds, target and all nearby allies gain % more health from healing, and receive % less damage. 5, 0.25, 8


 * An AoF monk lacks a party heal, so this would be a buffer for a UA monk with Divine Healing and Heaven's Delight or allow it to run Divine Healing directly. The nearby range makes it less braindead, since you could target an area where AoE is going to hit.


 * I don't think this is as good, since it rewards the kind of play in today's meta which is mostly party heal spam (see WoH versus Healing Burst, HB, UA).

Alternative to removals
With hex and condition stacks that are reapplied, sometimes it's better just to leave them on and plow through them with healing. Resilient Weapon, Dwayna's Kiss, and Words of Comfort are examples of this. As far as conditional buffs, we see them in Convert Hexes and Reverse Hex (which should be 5 energy).

Enchantment Spell. For 6 seconds, target ally gains % more health from healing while under the effects of a hex or condition, and receives % less damage. This enchantment lasts 100% longer if target ally is under the effects of a Necromancer hex. 5, 0.25, 3

Discussion of this skill's usage
http://www.guildwarsguru.com/forum/aura-faith-t10464809.html