|
Leeching Explosion
|
Heal for 50% of the damage done but explosion damage is reduced by 30%.
|
—
|
—
|
|
Escalating Explosion
|
Explosion damage is increased by 30% but you take 15% more damage while charging.
|
—
|
—
|
|
Fortifying Form
|
Damage absorption is increased by 10% while active.
|
—
|
—
|
|
Hardened Form
|
Gain an additional 10% damage absorption for 5s per hit taken (+30% max).
|
—
|
—
|
|
Mending Form
|
Heal for 75% rune damage per second while active but outgoing damage is reduced by 20%.
|
—
|
—
|
|
Unstable Form
|
Stone Form explodes when it expires or when you press the Heartgem Ability input again, dealing 200% rune damage within a 3m radius but its duration is reduced by 2s.
|
—
|
—
|
|
Burning Blast
|
Inflicts Burn on successful hits, dealing 10% rune damage per second for 5s.
|
—
|
—
|
|
Penetrating Blast
|
Cannon ball passes through enemies and cannot be blocked.
|
—
|
—
|
|
Concussive Blast
|
Cannon ball knocks enemies down but only deals 30% rune damage.
|
—
|
—
|
|
Explosive Blast
|
Cannon ball explodes on impact, dealing damage within a 3m radius but damage is reduced by 20%.
|
—
|
—
|
|
Enfeebling Vines
|
Inflicts Weaken on successful hits, reducing the target's damage by 20% for 8s.
|
—
|
—
|
|
Leeching Vines
|
Heal for 20% of your damage done to rooted targets.
|
—
|
—
|
|
Resilient Vines
|
Gain Fortify on activation, increasing damage absorption by 20% but reducing outgoing damage by 20% for 5s.
|
—
|
—
|
|
Rending Vines
|
Inflicts Rend on successful hits, reducing the target's damage absorption by 20% for 5s but also reducing your stamina regeneration by 50% for 5s.
|
—
|
—
|
|
Leeching Fall
|
Heal for 100% of the damage done.
|
—
|
—
|
|
Crippling Fall
|
Inflicts Slow on successful hits, reducing target movement speed by 30% for 4s.
|
—
|
—
|
|
Fortifying Fall
|
Gain Fortify on successful hits (3 hits max), increasing damage absorption by 10% but reducing outgoing damage by 10% for 5s per hit.
|
—
|
—
|
|
Empowered Fall
|
Successful hits deal 150% rune damage but no longer stagger.
|
—
|
—
|
|
Leeching Taunt
|
You generate +250% more threat, and gain +30% of your damage as Health.
|
—
|
|
|
Leeching Calm
|
You generate 8% less threat, and gain +30% of your damage as Health.
|
—
|
|
|
Energized Taunt
|
You generate +250% more threat, and gain +800% of your damage as Stamina.
|
—
|
|
|
Energized Calm
|
You generate 8% less threat, and gain +800% of your damage as Stamina.
|
—
|
|
|
Siphoning Taunt
|
You generate +250% more threat, and gain +1.5% of your damage as Mana.
|
—
|
|
|
Siphoning Calm
|
You generate 8% less threat, and gain +1.5% of your damage as Mana.
|
—
|
|
|
Ignited Taunt
|
You generate +250% more threat, and hits inflict Burn, dealing 8% Fire damage per second for 2s.
|
—
|
|
|
Ignited Calm
|
You generate undefined% less threat, and your Fire attacks do an additional 2% damage.
|
—
|
|
|
Frozen Taunt
|
You generate +250% more threat, and hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
|
—
|
|
|
Frozen Calm
|
You generate undefined% less threat, and your Ice attacks do an additional 2% damage.
|
—
|
|
|
Abyssal Taunt
|
You generate +250% more threat, and hits inflict Corrosion, dealing 8% Fire damage per second for 2s.
|
—
|
|
|
Abyssal Calm
|
You generate undefined% less threat, and your Void attacks do an additional 2% damage.
|
—
|
|
|
Electrified Taunt
|
You generate +250% more threat, and hits inflict Surge, dealing 8% Lightning damage per second for 2s.
|
—
|
|
|
Electrified Calm
|
You generate undefined% less threat, and your Lightning attacks do an additional 2% damage.
|
—
|
|
|
Arboreal Taunt
|
You generate +250% more threat, and hits inflict Poison, dealing 8% Nature damage per second for 2s.
|
—
|
|
|
Arboreal Calm
|
You generate undefined% less threat, and your Nature attacks do an additional 2% damage.
|
—
|
|
|
Empowered Taunt
|
You generate +250% more threat, and hits inflict Hex, dealing 8% Arcane damage per second for 2s.
|
—
|
|
|
Empowered Calm
|
You generate undefined% less threat, and your Arcane attacks do an additional 2% damage.
|
—
|
|
|
Punishing Taunt
|
You generate +250% more threat, and your Melee attacks do an additional 2% damage.
|
—
|
|
|
Punishing Calm
|
You generate 8% less threat, and your Melee attacks do an additional 2% damage.
|
—
|
|
|
Sighted Taunt
|
You generate +250% more threat, and your Ranged attacks do an additional 2% damage.
|
—
|
|
|
Sighted Calm
|
You generate 8% less threat, and your Ranged attacks do an additional 2% damage.
|
—
|
|
|
Leeching Arboreal
|
40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and gain +50% of your damage as Health.
|
—
|
|
|
Leeching Nature Ward
|
+5% Nature Damage Absorption, and gain +50% of your damage as Health.
|
—
|
|
|
Energized Arboreal
|
40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and gain +800% of your damage as Stamina.
|
—
|
|
|
Energized Nature Ward
|
+5% Nature Damage Absorption, and gain +800% of your damage as Stamina.
|
—
|
|
|
Siphoning Arboreal
|
40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and gain +1.5% of your damage as Mana.
|
—
|
|
|
Siphoning Nature Ward
|
+5% Nature Damage Absorption, and gain +1.5% of your damage as Mana.
|
—
|
|
|
Ignited Arboreal
|
40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and hits inflict Burn, dealing 8% Fire damage per second for 2s.
|
—
|
|
|
Ignited Nature Ward
|
+5% Nature Damage Absorption, and your Fire attacks do an additional 2% damage.
|
—
|
|
|
Frozen Arboreal
|
40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
|
—
|
|
|
Frozen Nature Ward
|
+5% Nature Damage Absorption, and your Ice attacks do an additional 2% damage.
|
—
|
|