Guild Raid Buffs for Maestro

Gold Buffs

Power Unleashed

Power Unleashed

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5/5: 50% more magic damage!

Keepers of Balance

Keepers of Balance

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Mandatory. Almost every team dies without this buff (at high level). Note that it destroys the horn any time you switch to the astral plane.

Total Elimination

Total Elimination

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5/5: 50% more pure damage!

Mischievous Team

Mischievous Team

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4/5: 50% more pet power (for the pet's team skills). Great for Albus, good for Merlin or Axel.

Sparkling Mood

Sparkling Mood

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3/5: 50% more pet patronage power (for the pet's patronage skills and bonuses). Probably not game-changing, but it may be team-specific. Maybe Oliver needs this to keep some heroes alive?

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Vector of Might

Vector of Might

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Depends: useless for most teams, yet a game changer for those that can apply 2-5 debuffs over 13s but only to the wrong targets (Maestro is the front enemy).

Explanation: to kill the harp you need to apply 2-5 debuffs in 13s, or your stats progressively lower to zero over the course of the fight. Every 13s the harp rejuvenates and your stats do not reset until you finally put debuffs fast enough.

Effective Tactics

Effective Tactics

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Depends: good for physical teams in general, and for Cornelius especially, because they deal most of their damage at the start of the material phase.

Unfortunately this phase starts with a small barrier (20%), which this buff reduces, providing a 6% to 19% bonus damage to Cornelius.

The Healer's Gift

The Healer's Gift

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4/5: 5% to 15% more healing at the start of the material phase. It will cover Keepers of Balance and Power over Life, and in manual mode you can trigger your ults at this moment.

Through a Prism

Through a Prism

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4/5: 10% to 30% more speed anytime you silence this despicable horn? Yes!

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Charmer's Skill

Charmer's Skill

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2/5: you will gain a few percents of healing during the astral phase, which may just be what you need to survive.

By the time you can leave the astral plane, you would be at 86% to 77% healing reduction, rather than 95% (it takes 16s for Maestro's barrier to normally go from 20% to 100%). The impact is even stronger with At the Speed of Light.

You could also use it to stay on the astral plane a bit longer.

Unbridled Energy

Unbridled Energy

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3/5: more energy, good.

Perfect Storm

Perfect Storm

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2/5: up to 30% damage reduction at the start of the astral plane, this may help a bit to survive the astral plane.

Reverie Given Form

Reverie Given Form

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2/5: 95% damage reduction when entering the material world. Sounds nice, but you will be fully healed by this moment.

Power over Life

Power over Life

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5/5: another big heal at the moment you enter the material phase. With this buff and Keepers of Balance, most teams will be full heal.

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The Tireless

The Tireless

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1/5: 6% to 18% more healing at the start of the astral phase. I feel like we usually start this phase with full health anyway, so I do not see much point.

Pillar of Confidence

Pillar of Confidence

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2/5: a physical team will gain a few percents of damage.

By the time you can leave the material plane, you would be at 86% to 77% damage reduction, rather than 95% (it takes 16s for Maestro's barrier to normally go from 20% to 100%). The impact is even stronger with At the Speed of Light.

You could also use it to stay on the material plane a bit longer, albeit it is probably not good.

At the Limit

At the Limit

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4/5: it lets you build physical teams without healers. Mandatory for Cornelius.

At the Speed of Light

At the Speed of Light

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5/5: it lets you cycle faster, reducing the impact of the barrier (dmg reduction) and requiem (healing reduction), and granting you big heals with Keepers of Balance.

Strength in Perseverance

Strength in Perseverance

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3/5: it lets you silence the horn sooner, and we will all thank you for that.

Secret Weapon

Secret Weapon

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5/5: applying five debuffs over 13s to the harp is impossible for many teams, so this is greatly impactful for many of them. Albeit I do not know which ones benefit the most from it.

Missing this week

The Chosen Protector

The Chosen Protector

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2/5: Retribution deals low damage anyway, so what is the point? It can even be useful sometimes, for example to charge Isaac in the Cornelius team.