Druid - Sage's Condition

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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: Condition damageRoamingHybrid damage.

Designed for:


A build for roaming with hybrid damage

Skill Bar

Juvenile Bristleback.png
Juvenile Smokescale.png

Slot Changes

Optional utility slot :

  • - Grants Vigor, stun break, and cures conditions with .
  • - Stun break, superspeed allows swiftness like movement while crippled, and cures conditions with .



  • - CC prevention over more Condition Damage.


  • - Triggers with Hydromancy, take if conditions aren't an issue.


Superior Sigil of Air
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Hydromancy
Superior Sigil of Hydromancy.pngSuperior Sigil of Hydromancy
Damage nearby foes and chill them for 2 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Geomancy
Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Doom
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
Superior Rune of the Krait
Superior Rune of the Krait.pngSuperior Rune of the Krait
(1): +25 Condition Damage (2): +10% Bleeding Duration (3): +50 Condition Damage (4): +15% Bleeding Duration; 25% chance when struck to cause bleeding for 10 seconds. (Cooldown: 15s) (5): +100 Condition Damage (6): +20% Bleeding Duration; When you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30s)
Mercenary's Amulet
Sage's Amulet.pngSage's Amulet
+1050 Power +560 Vitality +560 Healing Power +1050 Condition Damage



  • Superior Rune of the Dolyak Superior Rune of the Dolyak
    Superior Rune of the Dolyak.pngSuperior Rune of the Dolyak
    (1): +25 Toughness (2): +35 Vitality (3): +50 Toughness (4): +65 Vitality (5): +100 Toughness (6): Regenerate health every second.
    - Provides more astral force generation over condition duration/damage
  • Superior Rune of the Nightmare Superior Rune of the Nightmare
    Superior Rune of the Nightmare.pngSuperior Rune of the Nightmare
    (1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition.(Cooldown: 45s)



  • - allows for Stealth stacking at start.
  • Muddy Terrain Muddy Terrain
    Muddy Terrain
    Survival. Use mud to cripple and immobilize foes.
    Cripple.pngCripple per Pulse (2s): -50% Movement Speed
    Immobilize.pngImmobilize at Creation (2s): Unable to move.
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 10 seconds
    Radius.pngRadius: 240
    Range.pngRange: 900
    only immobilizes at creation, take this into account when setting up your condition bomb.
  • Bonfire Bonfire
    Set a fire around you, damaging and burning foes.
    Damage.png9Damage: 306
    Burn.png9Burning (3s): 3,537 Damage
    Book.pngNumber of Targets: 3
    Duration.pngDuration: 8 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Fire
    - Fire Field, useful for Might Might stacking at start.
  • Sublime Conversion Sublime Conversion
    Sublime Conversion
    Summon an energy barrier that causes enemy projectiles to heal upon impact.
    Heal.pngHealing: 162
    Duration.pngDuration: 5s
    Range.pngRange: 900
    can't transform unblockable projectiles.


  • Power based spike damage, as you only have 560 healing power from Sage's Amulet.
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