Condi Druid Tips and Boss Examples
Our final section of the guide list some additional tips for different boss fights including videos of us playing the Condi Druid against raid bosses. We will continue to add more videos to this section as they are made.
1. Boss Examples
Click on the + sign below to expand each section to view videos and descriptions for each boss listed.
In high damage groups that typically phase the boss within ~30 seconds, nature magic is higher personal DPS on druid due to the extra boons on your pet through against the low armor of Vale guardian. Since the phases are so short in high DPS groups, you will only cast twice per phase which means the cooldown reduction from wilderness survival is not beneficial.
If tanking in the middle of the arena, Coordinate your with the other druid to hold all 3 seekers away from your group, 1 druid entangles a spawn of seekers each in every phase.
If tanking at the edge then can still be used to immobilize seekers, however will likely be more beneficial due to the shorter cooldown if your group isn’t phasing the boss quickly.
Make sure to shatter your spirits ~12 seconds before the boss phases, so you can recast them in the split. Recast your spirits before blue guardian spawns and shatter them as soon as he becomes vulnerable to ensure they are ready for the boss phase again.
If you’re going to red guardian during the split, then start on shortbow and do your normal buffing rotation after quickdrawing . You should only use and save your more important CC’s for the boss itself, since the guardian’s breakbar is relatively small.
If you’re going to blue in the split then your and then buff your allies straight away with and then camp until Blue guardian dies, since you will be under high pressure while tanking both guardian’s auras in the split. If you get enough astral force back, then you can enter a second time for the green guardian, otherwise just use glyphs to keep allies health sustained.
For the boss itself, start on jungle stalker and use to give help with might ramp-up (after the boon strip has occured). Try to coordinate timings with the other druid so you don’t waste . If the phase is about to end then try to avoid entering (especially if you’re going to blue in the split) as having instant heals ready is extremely important to burst down blue guardian and heal through the aura damage. For CC you should swap to Wyvern and use if you’re in already.
You can also use to immobilize multiple seekers at once, while also providing if another source of seeker control is not available.
For the boss itself, start on jungle stalker and use to help with might ramp-up (after the boon strip has occured). Do your normal rotation on the boss and try to coordinate timings with the other druid to avoid wasting stacks. For CC you should swap to Wyvern just before the break bar appears to make it’s have a better chance to hit more frequently. Use if you’re in already around the time of the CC.
Make sure to shatter your spirits ~12 seconds before the boss phases and then re-cast them while running to the second ghost in the split to reach as close to 100% up-time as possible.
During the split, try to keep up your rotation, and use your glyphs to maintain and cure the weakness applied by the ghosts. If your group lets all the ghosts run to the middle then use to immobilize all of them.
If Gorseval is about to enter his CC phase soon, then you can delay your slightly to provide heals against his retaliation damage. If the boss is going to phase soon then you should save your for the split!
Since full condition-based compositions are most-commonly used on sabetha, you can play a more offensive setup replacing with , and taking instead of . (Condition classes don’t benefit greatly from or so the personal DPS gain from the druid is more worthwhile)
As a condition Druid, you are most likely going to be kiting Sabetha’s Flak Shot. It’s really important that you buff/heal your allies with inbetween her flak shots. She will shoot them every ~8 seconds, so you have to be quite fast with buffing to be able to move out again so the flak doesn’t hit your group! Since astral force is quite hard to generate on Sabetha, You most likely won’t be able to enter each time you move into the group. I would recommend using & and then the next time you move in, use your glyphs & to maintain .
Try to stand as far west as possible when sappers are spawning to bait the green bomb for throwing allies up to cannons, this prevents people on the group from interrupting their DPS rotations to throw someone up.
Try to be on shortbow as much as you can when you move out, since shortbow has stronger ranged damage than axe/torch. When Sabetha returns during the last phase, you may want to camp and heal using since it’s a quite high pressure part of the fight!
For pets, you can start on Red Moa for burst fury at the beginning, using , and then use jungle stalker as a might source () for the rest of the fight. If you don’t trust your team’s CC on Knuckles, you can also use Wyvern instead of Red Moa.
One druid should play Axe/Torch + Axe/Axe at Sloth, since it’s vital as a druid to pull the slublings into the cleave range of your group. The slublings spawn every 30 seconds starting from 6:30 on the enrage timer, so you should base your rotation around that, and try to be ready to pull with after a chronomancer has grouped them together with .
Make sure to buff your group, just before or straight after his CC has finished, so you don’t waste any modifiers while he is immune to damage!
I would recommend using double CC pets at sloth, since fury will be covered by Condi PS warriors. You should use Wyvern & Pink Moa (or Black Moa if available) for every CC if possible. You can also use & while in avatar to give for the next DPS phase while simultaneously CC’ing the boss.
If your chronomancers are not cleansing Sloth’s fear, then you can run instead of to stun break your subgroup every time, however this a decent DPS loss for your group, considering chronomancer can do the same without sacrificing any noticeable group buffs.
You can run axe/axe to help pulling mobs with .
Condi druid at Mathias only works well in very experienced groups, where you also have a Magi’s/Minstrel’s druid dedicated to healing the team, while you provide as well as some minor healing. Make sure you buff your team just before his shield is reflected, so you don’t waste any modifiers while he is immune to damage!
You should run to remove conditions from your allies, and take , & , traited with Nature Magic to provide protection, vigor and some might for your group!
I would recommend using Jungle stalker for might consistency thanks to (combined with , this allows your warrior to play more offensively) and 1 CC pet, you should take Pink Moa (or Black Moa if available) as well as & if you’re in at the time of the sacrifice!
Stronghold of the Faithful
If you’re escorting Glenna, then take some immobilise skills for the wargs like and . You can also run to instant cap the towers.
If doing the middle 1-orb strategy, For phase 1 and 2 you can leave your spirits up without shattering them, assuming you cast them as soon as the phase starts. This ensures that your spirits will last until just before the end of the burn phase. For phase 3, you should shatter your spirits when KC jumps in the air (Due to the extended length of the phase compared to the others) so that they’re off cool-down again for the burn phase.
Coordinate your timings with the other druid for the burn phase to avoid wasting . Cast when the burn phase begins, so that you can cast it a second time towards the end of the DPS phase.
Use Tiger for fury if you warriors are playing power otherwise you can run Jungle stalker to help with might Build-up during the start of each phase, and have Wyvern for CC.
One druid should play Axe/Torch + Axe/Axe on Xera since it’s extremely important to pull the mobs she spawns into cleave range of your group using . For the ports at 40% and 20% ports you should always come back to the main group on xera’s platform to help control mobs and pull them into the cleave of your group while the rest of the group is doing the island mini-game.
You can also use to pull an orb into the rifts at the beginning. On the platforms drop some glyphs for your subgroup and then range the shard from a button. You can also cast here and instantly destroy it, so your team gets its damage buff on the shard.
For the boss itself, Start on jungle stalker and use to give might, Do your normal rotation on the boss. For CC you can swap to Wyvern and use if you’re in already. Try to pull the mobs as soon as possible and if needed, use & to keep them stunned/blinded. When the mobs spawn during the teleports in phase 2, you want to camp a little longer than usual since the pressure on your group goes up by a lot when they’re not cleaved due to team-members being ported on the islands. is also very useful to apply slow to the mobs to ease the damage pressure on your group.
Bastion of the Penitent
Condi druid on Cairn only works while being supported by another healing druid in the group who will be kiting.
Take , & , traited with Nature Magic to provide protection,vigor and some might for your group!
For pets you can start on red moa for burst fury, using and then swap to jungle stalker to help with might build-up and consistency, using (A combination of stalker + frost spirit also allows your warrior to play more offensively due to this setup providing ~8 constant might)
If your group is ignoring the green circles through stability, then you can run to provide stability for your group.
If your subgroup is condition classes only, then you can run instead of and instead of . This is a big personal dps increase for you while only being a minor dps loss for condi classes that don’t majorly benefit from or .
For pets you can start on red moa for burst fury using and then swap to jungle stalker to help with might build-up and consistency, using .
You can also run nature magic with the same skill and pet setup to provide extra might through your allowing your warriors to play more offensively which is more group DPS overall, since nature magic is only a minor dps loss for druid thanks to and !
I would recommend using double CC pets at Samarog , since fury will be covered by Condi PS warriors. You should use Wyvern & Pink Moa (or Black Moa if Available). During the split phase, you can use on Guildhem to immobilize Rigorn, while providing You can also run to ensure that Rigorn is instantly immobilized.
Try to incorporate and into your rotation around the timings of the CC, as your pets will not be recharged for every break if your group has high damage.
Shatter your spirits just before the 70% breakbar so you can recast them in time for the split.
If your subgroup is formed of condition classes only, then you can run instead of and instead of for a significant damage increase.
For pets, 1 cc pet and jungle stalker is recommended. Make sure to use at the beginning before the first teleport to help with might stacking.
Shatter your spirits ~10 seconds before each teleport during the encounter and recast your spirits when teleported down. You should shatter your spirits almost immediately after casting them when teleported down if your group has high damage so they’re ready again for the main platform.
Focus on burst heals when you’re teleported down at 10%, and when coming back from teleports at other parts of the fight.