Someone already beat me to a write-up for Ele torch (although there was a nice one written a while back that I like too) so decided to go ahead and get on with some concepts and try to keep it brief. Added cast times where important but beyond that, the cast times aren’t important because they are completely flexible.
Warhorn
A bit similar to Focus but less personal defense and more support. Alters the battlefield itself by manifesting the elements in a wide yet subtle manner. Think of it as an off-hand staff but with less precision. Built mostly for team play.
Fire
4| Mighty Bellow (radius: 600/cd: 20sec) Grants might (1 stack) and swiftness (12 sec) to allies and burn foes. Can burn longer depending how many stacks of might you have. 2sec of burning at base + 1sec of burning for each stack of might.
5| Searing Conjure (cast: instant/radius: 300/range: 900/cd: 50sec) Conjure yourself to a targeted location, dealing damage and burning foes as you vanish and appear. A lightning flash clone but with fire. Not a stun breaker but can be used while stunned.
Water
4| Ocean Breeze (radius: 600/cd: 25sec) An air with the subtle scent of the brine cleanses 1 condition of allies and gives each ally 2 charges to transfer a condition when they attack (lasts for 10sec). A limited Sigil of Generosity, pretty much.
5| Foghorn (radius: 600/cd: 45sec/duration: 15) A fog bank rolls in at your call. You and allies within the fog are immune to boon removal and blind. No boon stripping, stealing or corruption for 5 allies. Enemies will be unable to see red circles within the area.
Air
4| Winds of Change (radius: 400/cd: 25sec) Summon a strong gale that destroys enemy projectiles around you(3sec) as well as lowers the movement speed of foes by 15% and removes swiftness (12sec)
5| Nimbus’ Protection (radius: 600/cd: 50sec/duration: 12) Summon cloud coverage overhead. Within the area, foes are randomly struck by blinding flash attacks that blind for 4sec.
Earth
4| Trumpet Tremor (radius: 600/cd: 30sec/duration: 9) Your call shakes the ground and foes’ eardrums to cripple and bleed (8 stacks) foes. Blast Finisher
5| Upheaval (cast: 4sec/range: 600/radius: 400/cd: 45sec/duration: 15) The earth shivers and quakes at your call, randomly creating lines of unsteady ground and grasping earth attacks in the area to damage, cripple, bleed and immobilize foes. Think of this as the off-hand, condition version of Meteor Shower. You can’t move while channeling this skill
Pros:
- A very support oriented weapon if one wanted to keep using scepter or dagger as a main-hand.
- Offers a few tricks that cannot be granted elsewhere such as boon protection, non-conditional speed reduction, condition transfer and a teleport as a weapon skill.
- A condition oriented weapon.
- Point control weapon.
- The visuals could be pretty nice!
Cons:
- No combo fields.
- Offers mainly condition damage and nearly zero direct damage.
- Not as good as daggers in 1v1, not as good as staff in groups, not as good personal defense as focus.