| 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 | While in beast form, gain Fortify, increasing armor by 20%, but also become weakened, reducing damage by 20%. Taking damage extends beast form by up to 10s. | — | — |
| Extending Claws | While in beast form, become Empowered, increasing damage by 20%, but also become inflicted with Rend, reducing armor by 20%. Dealing damage extends beast form up to 10s. | — | — |
| 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). | — | |
| Energized Nature Ward | +5% Nature Damage Absorption. +1 Stamina on hit (3s cooldown). | — | |
| Siphoning Arboreal | Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). +1.5 Mana on hit (2s cooldown). | — | |
| Siphoning Nature Ward | +5% Nature Damage Absorption. +0.8 Mana on hit (2s cooldown). | — | |
| Ignited Arboreal | Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Burn, dealing 8% Fire damage per second for 2s. | — | |
| Ignited Nature Ward | +5% Nature Damage Absorption. Your Fire attacks deal +2% damage. | — | |
| Frozen Arboreal | Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Frostburn, dealing 8% Ice damage per second for 2s. | — | |
| Frozen Nature Ward | +5% Nature Damage Absorption. Your Ice attacks deal +2% damage. | — | |
| Abyssal Arboreal | Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Corrosion, dealing 8% Void damage per second for 2s. | — | |
| Abyssal Nature Ward | +5% Nature Damage Absorption. Your Void attacks deal +2% damage. | — | |
| Electrified Arboreal | Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Surge, dealing 8% Lightning damage per second for 2s. | — | |
| Electrified Nature Ward | +5% Nature Damage Absorption. Your Lightning attacks deal +2% damage. | — | |
| Augmented Arboreal | Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Poison, dealing 8% Nature damage per second for 2s. | — | |
| Arboreal Nature Ward | +5% Nature Damage Absorption. Your Nature attacks deal +2% damage. | — | |
| Empowered Arboreal | Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Hex, dealing 8% Arcane damage per second for 2s. | — | |
| Empowered Nature Ward | +5% Nature Damage Absorption. Your Arcane attacks deal +2% damage. | — | |
| Punishing Arboreal | Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Your melee attacks deal +2% damage. | — | |
| Punishing Nature Ward | +5% Nature Damage Absorption. Your melee attacks deal +1% damage. | — | |
| Sighted Arboreal | Convert 50% of damage dealt to Nature (sIf FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Your ranged attacks deal +2% damage. | — | |
| Sighted Nature Ward | +5% Nature Damage Absorption. Your ranged attacks deal +1% damage. | — | |
| Leeching Abyssal | Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Heal for 3% of the damage you deal (2s cooldown). | — | |