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Name Description Tier Item
Rending Vines Inflicts Rend on hit, reducing the target's armor by 20% for 5s. Reduce your Stamina regeneration by 50% for 5s.
Leeching Ascent Heal for 100% of the damage dealt by Dark Ascent.
Crippling Ascent Inflicts Slow on hit, reducing the target's movement speed by 30% for 4s.
Fortifying Ascent Gain Fortify on hit (Max 3 hits), increasing armor by 10%. Reduce outgoing damage by 10% for 5s per hit.
Empowered Ascent Hits deal 150% Heartrune damage but no longer stagger.
Crippling Bile Inflicts Slow on hit, reducing the target's movement speed by 20% for 3s.
Exhausting Bile Inflicts Exhaust on hit, reducing the target's Stamina regeneration by 30%.
Mending Bile Players who hit the afflicted targets are healed for 20% of the damage they deal. Reduce incoming healing reduction to 15% and outgoing to 7.5%. Ability no longer applies a DoT.
Concentrated Bile Increase incoming healing reduction to 50%, outgoing healing reduction to 25%, and damage to 150% per second. Projectile no longer creates a cloud on impact.
Enfeebling Storm Inflict Weaken on hit, reducing the target's damage by 15% for 8s.
Accelerating Storm Allies that Fire Storm passes through gain Haste, increasing movement speed by 12% for 8s.
Cleansing Storm Fire Storm cleanses all DoT effects from allies it passes through. Reduce Burn damage by 15% of Heartrune damage.
Expedited Storm Fire Storm travels faster and deals 200% heartrune damage. The attack no longer applies Burn.
Crippling Dispersal Inflict 20% Slow for 5s on the targets hit by the first attack of the Devourer as it emerges.
Infected Chomp The Devourer's chomp now poisons targets, dealing 15% heartrune damage every second for 7s.
Devourer's Fury Gain Uninterruptible to staggers for 5s after the Devourer damages a target, but become inflicted with Weaken, reducing damage dealt by 20% while active.
Emerging Convergence The devourer's first attack now deals 200% heartrune damage and pulls targets in, but it no longer triggers a knock down as it emerges.
Lasting Rage Extends the base duration of primal fury by 10s.
Unstoppable Rage Gain Grit while in beast form.
Extending Coat Gain 20% Fortify, but become inflicted with 15% weaken. Taking damage extends beast form by up to 10s.
Extending Claws Gain 20% Empower, but become inflicted with 15% Rend. Dealing damage extends beast form up to 10s.
Merciless Incision Phantom Blades deal 20% increased damage to targets inflicted with a CC status effect (Stun, Root, Slow, Sluggish).
Achilles' Heel Phantom Blades now slowly moves forward and inflicts Sluggish, preventing them from dodging for 2s or until they hit a target. (Sluggish cannot be reapplied to a target within 10s of them being inflicted with it.)
Freeing Blades Each hit of Blades will reduce the duration of all limited duration CC status effects on you by 10%.
Mobile Destruction Phantom Blades are now attached to the player. However, the radius is reduced to 2.5m and the damage is reduced to 70%.
Leeching Taunt Generate 300% more threat. Heal for 3% of the damage you deal (2s cooldown).
Leeching Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Heal for 1% of the damage you deal (2s cooldown).
Energized Taunt Generate 300% more threat. +4 Stamina on hit (3s cooldown).
Energized Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. +1 Stamina on hit (3s cooldown).
Siphoning Taunt Generate 300% more threat. +1.5 Mana on hit (2s cooldown).
Siphoning Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. +0.8 Mana on hit (2s cooldown).
Ignited Taunt Generate 300% more threat. Hits inflict Burn, dealing 8% Fire damage per second for 2s.
Ignited Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Fire attacks deal +2% damage.
Frozen Taunt Generate 300% more threat. Hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Frozen Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Ice attacks deal +2% damage.
Abyssal Taunt Generate 300% more threat. Hits inflict Corrosion, dealing 8% Void damage per second for 2s.
Abyssal Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Void attacks deal +2% damage.
Electrified Taunt Generate 300% more threat. Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Electrified Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Lightning attacks deal +2% damage.
Arboreal Taunt Generate 300% more threat. Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Arboreal Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Nature attacks deal +2% damage.
Empowered Taunt Generate 300% more threat. Hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Empowered Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Arcane attacks deal +2% damage.
Punishing Taunt Generate 300% more threat. Your melee attacks deal +2% damage.
Punishing Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your melee attacks deal +1% damage.
Sighted Taunt Generate 300% more threat. Your ranged attacks deal +2% damage.
Sighted Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your ranged attacks deal +1% damage.
Leeching Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Heal for 3% of the damage you deal (2s cooldown).
Leeching Nature Ward +5% Nature Damage Absorption. Heal for 1% of the damage you deal (2s cooldown).
Energized Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). +4 Stamina on hit (3s cooldown).
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