Daredevil - Sage Staff

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: Teamfight+1.

Designed for:


Daredevil build to harass and overwhelm opponents in teamfights using staff's endurance restore and evade options to keep and build torment..




  • for Endurance and additional Condi Cleanse.



  • for restoring initiative spent when initiating with Shortbow or to escape


Superior Sigil of Agony
Superior Sigil of Agony.pngSuperior Sigil of Agony
Increase Inflicted Bleeding Duration: 20%
Superior Sigil of Misery
Superior Sigil of Misery.pngSuperior Sigil of Misery
Increase Inflicted Torment Duration: 25%
Superior Sigil of Energy
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Escape
Superior Sigil of Escape.pngSuperior Sigil of Escape
Remove movement-impairing effects from yourself when swapping to this weapon while in combat.
Mercenary's Amulet
Sage's Amulet.pngSage's Amulet
+1050 Power +560 Vitality +560 Healing Power +1050 Condition Damage



  • burst after dodge if opponents don't spam into your


  • Initiating Combat:either precast
    to cover the point with them or use
    before swapping to Staff.
  • Steal Priority: It is important to get the most use out of
    and any Stolen skills you aquire. In general follow the list below:

order of importance: 1. When using it to drop

or to follow


2. Interrupt Finishers (you can often do this and use the opener)

3.Using it to restore endurance and initiative with


4. Using it after

to return to the fight 5. Using it on Mesmers for boons (

) and Necromancers for AoE cc (


  • Only use
    to apply weakness.
  • Can't find such skill "Punishing Strike"! Please refer to our skill index. and
    should be enough for constant combo effects
  • Only use
    if affected by an immobilize that lasts 2 seconds or longer
  • is mostly only used for killing low health enemies that are standing in their team's AoE can be used to stop powerful nukes like
  • is used as an important part of damage and survibility as the evade allows the rune effect to proc.
  • when out of Initiative
  • Save
    When your team and the opposing team are both within close proximity to maximize it's effectiveness.


  • Spellbreaker Be careful of
    as dodging will cause it to trigger
  • Be careful of how you use your initiative and Endurance as running out of them will leave you defenseless and without damage.
  • Rolling of a cliff (sometimes its an effective means of escape; other times it will be a severe error)
Build rating - 0 stars
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1 Ratings
0 stars
Hanz gave this build 0 stars December 2018

Sorry but this build just doesn't make sense.

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