Gloomhaven - Ultimate Music Note Guide

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welcome to my ultimate sooth singer guide and the sooth singer is so powerful she is just a rock star there's so many different viable build paths that i think players maybe get a little bit confused as to what to take and you know there are so many songs which songs are better i'm going to talk you through all these different parts we're going to talk about the different viable build paths how cards interact we're going to talk about you know how each level one and x card works and then we're gonna talk about level picks from two to nine and also i think that one thing the sooth singer does struggle with is two player count um campaigns and so i'm going to talk about you know what you should do and whether you should take a card with two players and i think i've actually got some controversial opinions in here just based upon you know what i know about the gloomhaven community and so i think it's gonna be really interesting okay let's get started with level 1 and x cards call to action top is not bad it's drastically better at four players versus two players and right away we're talking about you know high player count versus low player account initiative is nice and late for when we need that and then the bottom if you're playing two players and you're low levels you should definitely be taking this card it's really going to help with damage because the suit singers you know main drawback is that you know she doesn't have a bunch of big attacks even though her attack modifier deck is ridiculous warding dagger one of our very few top attacks and at attack 3 it's our second most powerful attack don't let that dissuade you though with this modifier deck and some stuff you can actually dish out pretty good damage with the zeus singer uh mobilize is is decent i mean you're rarely going to be in position but if you go late in a mobilize and then move out early next turn that can be a viable strategy for you i'm taking this card at low levels i'm always taking this card in two player but i'm basically never taking it in three and four player um you know because of the top the bottom moved for shield two affect all adjacent allies this is pretty useful but it's actually a massive pain to use because all of our fast initiatives are pretty much on songs which are top actions and so you want to go fast when you do something like this so that you know you get your shield up before all your friends get attacked so you're probably going to have a fairly ineffective turn because you're going to be you know using your top for a basic action attack or you're going to be using it for a song um because you need that quick initiative throw voice this card is ridiculous for level one it's so powerful you're gonna use this for the top hundred percent i don't know i don't like to talk in absolutes but i've never played this for the bottom the bottom can be situationally useful but i mean maybe right at the very end of the scenario if you're you know like right right at the end i'm rambling the top is just so good like it could make a level nine card take this card with you always in every scenario two player three player four player whatever take it with you marching beat top is situationally useful i mean just remember if you use it on an npc or if you use it on a summon they follow their normal ai rules so just make sure that if you use it on a summon it has a focus otherwise it will just sit there and you will do nothing initiative is that it's getting a little slow uh not in a great range the move four though is decently useful for us when we're you know trying to get into position there are ways that you can use later prosperity items to get around some of your movement issues but especially early on you're gonna need to take a couple big moves with you so that you can make sure and stay in position because lots of times you want to use your very good bottom actions wistful wounding top is pretty decent in scenarios that have shielded enemies or at later levels i think wound is pretty good it's probably equivalent to power ballad let's say uh it can be better in some scenarios and you know in some other situations it's worse initiative though is good for us and then this bottom at like mid low levels so let's say like scenario level two or three and you're like level four and five that kind of range when you've you know pushed your attack your average attack damage up by beefing up your attack modifier deck you can actually do pretty good work with this the loot rarely is the loot actually going to work for you because you know you're mostly going to be in the back unless you're in two player if you're in two player you should be taking this card because you need to push your damage output up and it's really nice to have this good flexible bottom attack to actually help your other ally do damage but in three to four player you're probably not going to want to take this card unending chant top is not going to be worth it we've got much more powerful effects on non-lost cards even and this is going to be just slow cursing no it's not worth it especially because we have a hand size of nine i mean it's really going to affect our longevity and we can you always want to play curses earlier in a scenario so you make sure the monsters hit them right if you play a curse late in a scenario then they may not even hit them and that can be a complete waste so top not worth it initiative is awful the bottom moved to shield one on all adjacent allies this normally would be good but in our case it's not nearly as good because all of our quick initiatives and you have to pair this with a quick initiative because that's such a poor initiative on its own you've got to pair it with a quick initiative which means you've got to do one of two things you've got a basic attack top two with a song or you've gotta switch songs so sometimes you're not gonna wanna switch songs when this card actually makes the most sense to play you're gonna have a power ballad up or something and you're not gonna wanna you know switch to defensive diddy uh which would be a nice you know low initiative so that you could get in there and get shield two up and so it's kind of awkward to play for us i hope you're liking the video so far if you are please go ahead hit the like button it really helps me out a lot and subscribe to my channel and turn on notifications so that when i publish new content you're notified and also i work with noble knight games they've got a crazy selection of games rare stuff out of print stuff dungeons dragons board games tabletop role-playing games of any kind they've just got a crazy selection anything you buy through the link which i've put down in the description anything you buy through that i make a small commission and anything you can do to help support the channel so that i can keep making great content is greatly appreciated okay let's move on to the next card singing arrow another great level one card that could be at a much higher level it would still be great you're gonna get two curses a lot of the time with this take it whether it's two player four player three player five player whatever it is definitely worth it initiative at 89 is slow so if you want to go slow that's good and then the bottom it's just another one of our our decent bottom attacks and in two player you're gonna play it sometimes for the top and sometimes for the bottom i think in three player four player you're gonna play it a lot more for the top but overall a great card always take it with you nimble knife top is pretty solid getting a curse out there is nice and attacking is good at the same time um more useful in two player versus three or four player though so that you can output damage and curse although being in melee range is definitely problematic for us at times and then the bless just so you know even if you don't attack you can just move in behind your ally and bless them with this and so just remember that that sometimes if you're gonna have an even more ineffective turn right like sometimes you just can't do anything with your tops you play a couple of your good tops the rest you have you know it's a song or something it doesn't work out for you you can play this just to throw a blast out there and then the bottom move four is just you know it's a good solid move we're gonna need a couple good move fours to get where we need to go defense of ditty top is actually really good but i never played for the top basically and this maybe is one of my controversial uh thought processes let's call them because you can use this card for the bottom and you can use it use it at initiative nine i prefer to keep power ballad up most of the time and use this card for its bottom because i would much rather you know keep this bottom around instead of playing it for the top and use power ballad because you know damaging gloomhaven is king and i think being able to damage and being able to protect your allies for a full turn is you know gonna be better than playing the shield one and using you know the bottom of power ballad or something else song of speed top is really amazing if you have an ally who has multiple ranged summons yep that's getting prettier the rest of the time you may just slap this on when you need to get to an objective or something like that you know give your allies a little extra move like i have used it but it's more of a emergency emergency situation type of card the initiative at five though is amazing and then muddling everybody within range four that's not too bad especially because we're cursing so much use this bottom and a cursed top and you know if you've got a bunch of curses in the monster deck them being at disadvantage is going to be very useful um you probably won't use this card once you get to level four and up though tuning the outcome top is you know pretty decent in larger party sizes um it's kind of one of those moves where you would just go well i can't really get attack anyone i don't have any cursor disturbed cards left so maybe i'll play this the bottom though is really good move three and cursing is really going to be nice for us to reposition while doing something useful with our bottom we have so many powerful bottoms that it's tough sometimes just to move without doing anything you're like uh it just feels gross you're like i'm wasting this bottom action with this you don't have to feel that way power ballad top is quite good at level one you're really gonna push your party's damage output up the more people you have the better it is summons and allies you know if you can start adding four five six attack per round you know with a few summons and three allies that's very powerful especially at low levels you're going to steamroll if you do that initiative is also pretty good and then the move to strengthen all adjacent allies also you know situationally fairly powerful because you get to move and do it with only one action so yeah great card overall my favorite song of level one at level two we have change tempo and we have soothing lullaby change tempo top is just so good i mean you can destroy melee monsters with this and yes sometimes they won't attack and yes sometimes they have a range attack but most melee monsters have six cards that are not ranged or shield i'm just gonna show you this guard for example uh six cards that are attacks or whatever one card that's a shield and one card that's arranged to attack so immobilized not as good as disarm or stun because you know they're still going to shield up or they're going to strengthen or do whatever but still for a level two card to be able to immobilize everybody around within three it's just so powerful and even on ranged monsters if they're adjacent to your allies you can pin them down your allies moving close then those ranged monsters are attacking at disadvantage and that's also very good the initiative is nice and late the bottom move 5 is also great for us because it allows us to sit still use powerful bottom actions and then move once in a while and then soothing lullaby the top is good i mean poison and wound almost don't exist when you have this because you'll be getting rid of them you know every turn and then um it's kind of a it's equivalent to defensive diddy top which you know pretty similar right let's call them equivalent in power or close to equivalent the initiative at 11 is very good as well and then the bottom heel nice flexible heel but i just can't turn down the power of change tempo i'm taking change tempo pretty much every time especially since we've got a level eight card that is just a straight upgrade on soothing lullaby so yeah change tempo regardless of two player three player or four player or party composition for me at level three we have echoing aria and we have crippling chorus echoing arya is a very good card but it's very hard to find a spot for it unless you're building around it and here's why so most of our main strategy in a standard build revolves around disarming stunning immobilizing and shoving curses into the monster deck with all of those things monsters aren't really going to hit you that often so this looks great you think i'm going to retaliate everyone's just gonna be hey crazy retaliate at range and then it doesn't really happen you don't really even need it it's more effective to run something else that synergizes with your core strategy of crowd control and i'm talking about three and four player at two player you still don't i still don't think it has room but yeah i mean you're crowd controlling less and trying to do some more damage the initiative though is fantastic and the bottom is also very powerful but again same reasons i don't think you need it as much and you also don't get to move and i think that you know if you get caught up in too many powerful bottom actions you end up actually just you know not using some of those powerful actions and using a basic move too which is worse than say crippling chorus and i'm gonna start at the bottom here you've got move three and disarm so you get to move and crowd control yeah you have to be adjacent but the good thing about disarming an adjacent enemy is it's not going to be able to attack you and so you know it's some protection when you're actually gonna have to be adjacent and that helps a lot to make it a lot easier to pull off and then the top is just a great late game bomb like the last room you just come in and you stun the whole room and boom and just as an aside you should probably always be playing on plus two difficulty or maybe even push it up higher with your own custom house rules if you're playing a suit singer in a three or four person party because you're pretty much gonna steamroll these strategies so i like taking crippling chorus because i just don't think the retaliate has a place for us with our standard strategy you can build around echoing aria though and there are ways that you know you can turn it into a very powerful card but i would call that more of an alternate fringe build which i love but this guide is you know sort of more about how do we make it effective you know how do we make the sue singer effective in a more standard kind of way that was long but i'm crippling chorus most of the time at level four we have inspiring anthem and we have disorienting dirge inspiring anthem top it's fine inspiring at the bottom also okay but it's main problem is it's not disorienting dirge and a lot of cards have that problem because disorienting dirge it is ridiculous the top is insane because when you shove a monster deck full of curses you're gonna have in a vacuum let's say 20 monster cards 10 curses that's one third of cards that's a 56 chance of them missing when they pull two cards when the monsters pull two cards for disadvantage 56 chance of missing now the percentages can change up or down depending on you know how many curses you've pulled or you know how many cards they've gone through right when you're putting more curses in like if they pulled half their deck and you still have 10 curses in there then it's 10 and 10 and so now their percentage chance goes even higher to miss and it's just ridiculously powerful every scenario will be on easy mode if you keep 10 curses in and you keep this card out for disadvantage and then it's got 14 initiative and then it's got the bot it just i mean it's just everything it's everything i mean this card can do ridiculous things for you want to put out five blesses six pluses six curses stuff like that in one shot repeatable use a minor stem do it again the next turn i mean it's just so easy when you play this card disorienting dirge is a hundred times better than inspiring anthem i had to look at the card i couldn't remember it i've never played it it's for fringe builds though i mean here's the great thing you don't always have to take the optimal build uh with the sioux singer you can definitely play other cards especially once you've felt the power of the suit singer you'll probably be like i want to try something different versus optimal at level five we have mobilizing measure and we have melody and harmony mobilizing measure top it's only going to be useful once in a while i mean power level wise i think it's the worst song probably it just doesn't do enough it's only useful in objective scenarios or where you've got to cover a lot of ground the initiative though at six is great and then a move six with an experience on the bottom is actually really really good now we've got melody in harmony the top crap trap alert trap alert you've got to play this as a loss you've only got nine cards then you've got to play two songs so it's gonna take you a couple turns and then unless you wanna completely destroy your longevity you're gonna have to pick those songs up again and replay it play them slowing you down stopping you from you know throwing out a three hex curse or disarm or stun or whatever and so this card the top it's actually not going to make you more powerful having two songs out is not going to be more powerful because of the loss because of the opportunity cost of having to replay the songs instead of doing a bunch of your other ridiculously powerful things and then the bottom of this card the move three attack three is just really good range three attack three move three you're gonna be able to move and reposition and do something quite useful with our attack modifier deck this is a very strong attack so i'm taking melody and harmony almost all the time unless you feel like you're low on move for whatever reason you're not you know playing your other move cards you could take this for the initiative in the move but i think melody and harmony with that bottom move and attack is going to be functionally better overall at level 6 we have provoked her and we have pulled the strings yep this is a thing a repeatable four range the range on throw the voice wasn't enough this needs to have a better effect and it needs to have better range it's just it's ridiculous i yeah 60 initiative whatever doesn't matter it's still so powerful the bottom is actually pretty good too once in a while you're gonna use this bottom you know to finish off atop a lead or something but you're just gonna do it for purposes of expediency there's gonna be one monster left that has two hit points you'll be like instead of stunning i'm just gonna kill this guy for whatever reason and then you're gonna rest because this was your last card or something you're never gonna use the bottom over the top unless it's just to move things quicker and then pull the strings top is it's useful um i don't think it compares to most of the other songs right it's probably the you know it's in the bottom tier of songs let's call it 20 initiative is pretty decent then the bottom is okay it does scale because it you know it scales with the monster levels which is nice but provoked terror is just so ridiculous it's like our level four choice if you're going for straight power if you're going for an optimal build you take provoked terror if you're doing some other cool things totally awesome to take something else but yeah power wise provoked error is just off the charts at level 7 we have booming proclamation and nightmare serenade booming proclamation top is okay it's kind of awkward but with our you know perk deck we can actually output some pretty good damage with this i mean and pushing you know pushing the traps you can definitely do some work with this uh the bottom i i don't know what's going on with this i may insert a trumpet sound whatever that trumpet sound is that means sadness but i mean lots of the time a party composition you're gonna have ranged damage dealers they're not gonna be within range so some of the attacks are gonna fail so even if you get two out of three allies you're at six damage if there are summons and stuff fine but it's just i mean it's not gonna be worth it most of the time nightmare serenade top we don't really need this we have disorienting dirge we have so many ways to put curses in that we don't need to use our song spot for this and the initiative at 13 is really good so much better for us to do a nice bottom attack and with our modifier deck we can output you know probably as much damage as the loss bottom of booming proclamation with this card and we get to curse and it's like that nightmare serenade pretty much every time at level 8 we have commanding presence and we have tranquil trill commanding presence top is not bad in a two-player party you may want to use this to push your damage up but generally it's probably not worth it the bottom in some sort of magical unicorn rainbow christmas land kind of situation can be worth it if you can move a bunch of monsters into traps and i don't know get super fancy with it and then tranquil trill the bottom is decent but it's a pain it's a pain to get adjacent and then you know hit everybody with a bottom uh with the zeus singer initiative at 10 is great and then the top i actually like playing this top this song instead of disorienting durge because i like to play the bottom of disorienting dirge and just some quick math you know 20 monster attack modifier cards if you get 10 curses in there that's one third of the cards in a vacuum and monsters miss 33 of the time if you have disorienting dirge out and they have to pull two cards you get an extra 23 percent they miss 56 percent of the time and that's very good however when you have the top out you don't get to have the bottom of disorienting dirt out and my in my opinion it's more powerful to play the bottom of disorienting dirge all the time buff up your allies keep those curses topped off and that allows you to play other cards where you disarm stun or do damage instead of having to play other cards to keep your curses topped up so in my opinion tranquil trill top plus disorienting dirt bottom is better than disorienting their top being up i'm curious as to what you think i think maybe that's a little controversial but it's worked really well for me so yeah make sure and comment let me know what you think but i mean i think it's pretty obvious i'm taking tranquil trill over commanding presence all the time shadow puppet's top is actually quite good i mean if we take it with the bottom of tranquil trailer we get to jump around make everyone attack and then get in a good position to disarm everyone for their next turn i mean that's actually a really powerful combo and i think it's overlooked by a lot of people so shadow puppets top is actually very good i mean especially if you can buff it up with a move i mean a lot of things can happen especially if monsters have retaliate i mean you can get up into the 25 damage range plus with this if they're retaliating and they're attacking each other it's actually really good uh the initiative sucks though and the bottom is the bottom's not worth it most of the time just because you know sometimes you're not gonna have an ally in position so maybe it's only attack four for level nine it's probably a little below the curve for the bottom and then we've got captivating performance add plus one attack to everybody's attacks at this level that's probably like let's call it equivalent of like a 20 or lit maybe a little less damage boost probably your friends are going to be doing five plus damage on average i mean it can get pretty crazy if you're rocking aoes and stuff like that so it is very good i don't know if it's enough of a bump to play it over another song though because it's got this bottom and this bottom is ridiculous and i just almost wish that this bottom wasn't as good so that shadow puppets could see more play because i think it makes for more interesting plays and it's more fun to play shadow puppets like i've taken shadow puppets just because i wanted to it's not objectively more powerful although it is not nearly as far off as you think if you take things like tranquil trill where you can use a very powerful bottom action because the move for jump on a top is almost unheard of move forward jump on the top is fantastic and you know like i said when you get people attacking each other etc you can do some very very good work with shadow puppets top that being said i think objectively captivating performance bottom is just so ridiculously strong that it is stronger so i guess power wise i'm going captivating performance but my heart wants to go with shadow puppets it really does okay let's talk enhancements the first is to put a disarm on the bottom of disorienting dirge and here's another reason for playing another song instead of playing the top of disorienting dirge for the song is that you can enhance this bottom and just make this the best card that's ever existed basically i mean put disarm on it put a strength in on it if you got a decent amount of money i mean it's a level four card so it's not like it's like a thousand gold you can do this it is possible and then you've just got this insane wrecking ball of a card and then i think the easiest early one is to add a hex to throw voice it's really cheap it's i believe it's 66 gold uh and so you know you can disarm more people as if you need more power so yeah really good there um there's some other things you can do but i think they're more fringe build so i think i'm just gonna stick with those two as you know basic recommendations okay for perks get rid of the minus ones get rid of the minus two replace the minus one with stun so that you know if you're attacking from melee range you make things safer for yourself and then replace the zero with a disarm and then replace the zero with the plus three model and then replace the plus ones with the plus fours and my general thinking around these perks is if you do need to damage and you are in there damaging you should be you know one have predictable damage so getting rid of the negative so that you do kill a monster when you plan to kill it and if you can't kill it then at least you have a chance to stun it so it doesn't kill you disarm it so it doesn't kill you muddle it so it does less damage if you don't have disorienting dirge out right if if you do play disorienting dirt for the top a lot you probably don't want to take the muddle and then you add the plus fours for the plus one so that you get lucky and you know hit a plus four and then you kill the monster so that it doesn't hit you back so generally i think you just want perks that are going to help you stay alive if you do have to you know rough it up and get into the fray these are going to be prosperity level 2 spoilers so first get as many things as you can to get cards back because you know nine cards ain't a lot and you play a loss here and there and you're down to low turns pretty quickly next in three to four player get the cloak of pockets in two player cloaker pockets is also good but you may want the cloak of invisibility if you need to you know do some damage and maybe you don't have you know max curses in the monster deck or something and so you want to go and do some damage and then you know go invisible so you don't get murdered playing two player with the zeus singer is much more difficult um although you know still in my opinion pretty good overall and then if you can get some items so you can actually run if you have the cloaca pockets you can get a bunch of summon items you can actually do some insane things with summons because first you've got curses out so your summons can last longer if you're able to you know get curses out and if you you know play the bottom of defensive ditty and protect them and you know there's a bunch of ways you can keep them alive your modifier deck gets so gnarly later on so if you play a bunch of summon items things can actually get pretty crazy one day i may theorycraft a build based around item summons for the soos singer i think it could be really fun anyways those are the recommendations really appreciate you watching the video make sure and comment let me know your thoughts and thank you so much for watching you
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Channel: Neural Net Games
Views: 12,558
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Keywords: board games, table top games, gloomhaven music note class, gloomhaven soothsinger, gloomhaven best damage class, gloomhaven soothsinger guide, gloomhaven best class, gloomhaven best character, gloomhaven tier list, gloomhaven how to play, gloomhaven rage badger gaming, gloomhaven mandatory quest, gloomhaven beginner tips, gloomhaven rules mistakes, gloomhaven rules, gloomhaven classes ranked, gloomhaven advice, gloomhaven best guide, gloomhaven worst class
Id: 1hzoRGK4BqE
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Length: 32min 3sec (1923 seconds)
Published: Wed Jun 16 2021
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