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Music note action card question : Gloomhaven
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Dized Rules | Gloomhaven | Soothsinger Defensive Ditty (Card 349)
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- Summary of article content: Articles about Dized Rules | Gloomhaven | Soothsinger Defensive Ditty (Card 349) Soothsinger Defensive Ditty (Card 349). menu. Gloomhaven; Soothsinger Defensive Ditty (Card 349). The effect of the bottom action only happens once. …
- Most searched keywords: Whether you are looking for Dized Rules | Gloomhaven | Soothsinger Defensive Ditty (Card 349) Soothsinger Defensive Ditty (Card 349). menu. Gloomhaven; Soothsinger Defensive Ditty (Card 349). The effect of the bottom action only happens once. Players will take on the role of a wandering mercenary with their own special set of skills and their own reasons for traveling to this remote corner of the world. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. In the process they will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make. This is a persistent game that is intended to be played over many game sessions. After a scenario, players will make decisions on what to do, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book.
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Defensive Ditty | Gloomhaven Wiki | Fandom
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Defensive Ditty Used on summons caused a soft-lock :: Gloomhaven Bug Reports and Technical Issues
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Gloomhaven Music Note Guide – Build & Strategy – Locked Class
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- Summary of article content: Articles about Gloomhaven Music Note Guide – Build & Strategy – Locked Class Level 1 Soothsinger cards · Call to Action · Defensive Ditty · Marching Beat · Power Ballad · Singing Arrow · Song of Speed · Throw Voice · Tuning the Outcome. …
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- Table of Contents:
Soothsinger Support Guide Structure
Why a Soothsinger Support build
Soothsinger FAQs
Soothsinger Strategy for Support
Soothsinger Support build card analysis
Soothsinger cards
Level 1 Soothsinger cards
Level X Soothsinger cards
Level 1 Soothsinger build
Level 1 Soothsinger deck
Level 2 Soothsinger cards
Level 2 Soothsinger build
Level 2 Soothsinger deck
Level 3 Soothsinger cards
Level 3 Soothsinger build
Level 3 Soothsinger deck
Level 4 Soothsinger cards
Level 4 Soothsinger build
Level 4 Soothsinger deck
Level 5 Soothsinger cards
Level 5 Soothsinger build
Level 5 Soothsinger deck
Level 6 Soothsinger cards
Level 6 Soothsinger build
Level 6 Soothsinger deck
Level 7 Soothsinger cards
Level 7 Soothsinger build
Level 7 Soothsinger deck
Level 8 Soothsinger cards
Level 8 Soothsinger build
Level 8 Soothsinger deck
Level 9 Soothsinger cards
Level 9 Soothsinger build
Level 9 Soothsinger deck
Soothsinger Perks
Soothsinger Items
Soothsinger Enhancements
Soothsinger Experience
Soothsinger Combos
Soothsinger Names
Conclusion – Gloomhaven Soothsinger Guide – Support Build
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[STRATEGIES] Gloomhaven – Soothsinger strategy guide – The Boardgames Chronicle
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Defensive Ditty Used on summons caused a soft-lock :: Gloomhaven Bug Reports and Technical Issues
Defensive Ditty Used on summons caused a soft-lock
Was playing multiplayer with a few friends. One player was using the Summoner and had a few different summons up. A skeleton, 2 x wolves, and a black unicorn.
The other player was using the Soothsinger.
On the Soothsinger’s turn he used Defensive Ditty to allow all allies the opportunity to prevent damage. This triggered for all 4 NPC summons.
When next an enemy attacked, it caused a soft-lock with an error message that the game was waiting for the damage prevention step. Presumably the game was waiting for an NPC summon to choose whether/how to prevent the damage.
Gloomhaven Music Note Guide – Build & Strategy – Locked Class
The Soothsinger (symbol name Music Note) is the bard class in Gloomhaven. She plays her lute and sings to create Songs that boost allies and hinder monsters. You can build the Soothsinger to focus on damage or support. This Soothsinger guide focuses on a support build and strategy. In particular, this build negates damage done by monsters using Curse, Disarm, and Stun.
Soothsinger Support Guide Structure
This article is a complete guide to playing a support Soothsinger who protects teammates from damage by debuffing monsters with status effects like Stun, Disarm, and Curse. She also has some ally damage boosting abilities and a couple of damage-dealing abilities of her own to allow more versatility.
This Soothsinger guide uses only starting level items and assumes that you don’t have access to higher city prosperity or the solo quest item to avoid spoilers (and also because I didn’t have access to these things when I started playing her!).
Hi! This post may contain affiliate links to online stores. If you use a link and buy something, I may get a commission at no extra cost to you. See my affiliate disclosure.
The guide covers all levels from 1-9 and evaluates each card for how well it fits with this build.
This Soothsinger guide follows this structure:
Why a Soothsinger Support build?
Soothsinger Support strategy
Level 1-9 cards and decks
Soothsinger Perks
Soothsinger Items
Soothsinger Enhancements
Soothsinger Experience
Soothsinger Combos
Soothsinger Names
Conclusion
This Soothsinger build guide doesn’t have any campaign spoilers or reveal any items beyond starting items.
Soothsinger class miniature and character board
Why a Soothsinger Support build?
Generally speaking, the Soothsinger is a support class, although she can be built to focus on damage instead. There are three main builds for the Soothsinger.
1. Damage build
The damage build is actually a good choice for a two-player Gloomhaven party because a lot of the support abilities are more valuable when there are more players. For example, a Song which adds a +1 Shield to all allies isn’t much of a bonus when you only have one ally! But in a party of four players, that’s four Shields blocking a lot of damage per turn.
The other advantage of a damage build in a two-player group is that you’re doing enough damage to the monsters each turn to defeat them all before you become exhausted!
2. Support build – Boost Allies
There are plenty of cards in the Soothsinger deck that give allies shields, bonuses to their movement or damage, or taking an extra action which makes boosting allies build totally valid. With this build, the strategy for the group is to defeat the monsters as quickly as possible using high damage outputs.
Because the Soothsinger isn’t a healing-focused support class, your teammates need to be able to look after their own health or you play this build alongside a healer.
3. Support build – Weaken Monsters
The other approach to a support build Soothsinger is to focus on weakening monsters. Thanks to the Curses, Disarms, Immobilize, Stun and even monster movement control abilities, you can stop monsters from doing harm to your allies. The great thing about this build is that you don’t need a tank!
This is the build this Soothsinger guide focuses on and it works really well in a four-player Gloomhaven group where your teammates are dealing enough damage to the monsters that they don’t need your help to defeat them all quickly.
The main issue with the negate damage support build is that your party won’t notice just how helpful you’re being until you retire your Soothsinger! Your teammates quickly get used to taking very few hits and forget that you’re the one protecting them! Those Curses in the monster modifier deck didn’t get there on their own!
Soothsinger FAQs
Songs are a unique card to the Soothsinger. As I was playing and building my character, I had a few questions about how song cards worked and a couple of other questions that I needed to check in the rules to make sure I was making the best card choice at each level.
Are you an ally of yourself?
In Gloomhaven, you are not an ally of yourself. However, any summons you or other players have are considered allies.
Do Songs affect yourself?
Songs don’t usually affect yourself. Most songs say, ‘ All allies…’ and because you aren’t an ally of yourself the Song doesn’t affect you. Pull the Strings and Nightmare Serenade are the only two songs that affect you.
How many Songs can you have in play at once?
You can only have one Song active at any one time unless you have an ability that says otherwise.
Soothsinger Strategy for Support
There are some strategies I used while playing the Soothsinger I found really helpful.
Use ranged abilities
We’re squishy. We don’t want to be squished. So we stay out of the way!
Thankfully, plenty of our abilities are ranged!
Pick up your Song for even cards after resting
If you’re going to end up with an odd number of cards in your hand after a rest, make sure you pick up your active Song before you rest. That way you’ll have an even number of cards going into your next round, which will give you an extra turn.
Get Curses into the monster deck early
The earlier you get the Curses into the monster modifier deck, the sooner they are flipped. So get them in early!
Try to keep track of how many Curses are currently in their deck. I find the best way to do this is for you to keep hold of the monster Curse cards so you know how many are in there at any given time.
Don’t switch Songs too often
When I first started playing the Soothsinger I came to it with the assumption that Songs were the most important thing I could contribute to the group. But I very quickly realised that Songs are more like a nice passive bonus rather than the central focus of how I played.
I was more focused on using the right abilities than switching up my Songs. This makes sense really, because to swap out and play a new Song doesn’t lead to a very efficient use of an action in most cases.
I tended to play just one Song for an entire scenario most of the time.
Sometimes offense is the best defense
Occasionally it might make sense to deal damage rather than negating it. For example, if there’s only one monster left in a room, a boss is nearly defeated, or you’re facing an ooze that’s about to multiply!
Because of this, I liked to have at least 1 damage dealing option with me at all times.
Soothsinger Support build card analysis
Every card in Gloomhaven can be seen as good or bad depending on what you want it for. For my support build, in order of priority, I was looking for cards that:
Stopped monsters from dealing damage at all
Offered some movement
Dealt ranged damage
Even though the build mainly focuses on preventing damage to allies there are times where doing some damage yourself can protect your allies better. For example, if a monster is on low health but is about to summon more monsters you can take it down before it gets the chance thanks to your fast initiative. Stopping a monster from summoning friends that can deal damage to your allies can be more effective than stunning these monsters after they’ve spawned!
Soothsinger cards
The Soothsinger has 28 cards in their deck from level 1 to 9. The cards contain a nice spread of abilities for a bard class including all the usual you’d expect like ally boosts and monster manipulation with a couple of heals.
Level 1 Soothsinger cards
If we want to, we could just pick up all the level one cards and have a play to get a feel for the class because the number of cards matches our hand limit. But in reality, most people will unlock the Soothsinger at higher levels than 1. So let’s just see which cards fit best with our support build.
Call to Action
Level 1 Soothsinger card Call to Action
Top ability
Giving your allies Advantage until the end of their next turn is pretty sweet! Yes, it’s a damage-focused ability that doesn’t align completely with our build, but it’s a pretty cool ability for a non-loss. Especially when you’re in a party of four adventurers and you’re up against a boss!
Bottom ability
Another damage-focused ability but one that we can use safely while staying out of range. It’s actually pretty decent too. Dealing four damage level one is pretty good and it’s reusable. We do need some high-hitting one-off abilities like this on our deck so this one a really good contender.
Overall Call to Action card rating
Although it’s a damage-focused card, it gives us the high-hitting damage option for when we need it and also has a nice ally boost for other times. With a high initiative of 85, we can use Call to Action when we need to go late in a round and be confident that we’ll go after most monsters and allies.
Defensive Ditty
Level 1 Soothsinger card Defensive Ditty
Top ability
The top of Defensive Ditty is a perfect example of how some abilities work really well at level 1 but don’t work particularly well later levels. That Shield of 1 is great when monsters don’t hit very hard and don’t have pierce, but as you level up pierce becomes more common. Curse is better than shield at higher levels.
But for level 1 it’s the best defensive Song we have.
Bottom ability
When I first came across this ability I thought it was awesome! I read it as though so long as allies were in range I could protect them from all damage for that entire turn. But I went and checked the FAQs and it turns out it only applies to the first ally that’s hit. It doesn’t repeat. That explains why this ability is not a loss!
It still fits with the criteria for this build, ideally, we’re going to be at range 3 not range 2 so it’s not ideal.
Overall Defensive Ditty card rating
It matches most of what we’re looking for it just doesn’t do it hugely well. That 9 initiative will come in really handy though!
Marching Beat
Level 1 Soothsinger card Marching Beat
Top ability
This ability can be useful if you’re playing with a slow character, but it’s not really aligned with what we want to do with our Soothsinger.
Bottom ability
Move 4 is always useful especially because we don’t really have that many move abilities so when we do move we really need to make it count!
Overall Marching Beat card rating
The 32 initiative on this card isn’t great. It’s too slow to guarantee going first and not slow enough to go after all the monsters. The most useful thing is the bottom Move 4.
Power Ballad
Level 1 Soothsinger card Power Ballad
Top ability
Just like the Shield on Defensive Ditty, this +1 damage is good at lower levels but won’t make a dent at higher ones. If we were focusing on boosting allies as our support tactic, we would probably play this Song.
Bottom ability
If you’re playing alongside another ranged class then you could probably get the use out of Strengthen and on the Move 2 here. But even then it’s situational.
Overall Power Ballad card rating
It’s a damage focused-support card so not perfect for what we want. The 19 initiative is pretty good though and we get a Move 2 with a bonus that might benefit a ranged person who’s hanging out with us.
Singing Arrow
Level 1 Soothsinger card Singing Arrow
Top ability
Ah, yes! Singing Arrow. One of the first core cards for our build. If you can get monsters in all 3 of those hexes you’ve just sprinkled 3 Curses into the monster deck 1 action!
It even has a lovely little enhancement so you could add another hex and therefore another Curse!
It’s amazing that it’s range 3 and reusable too. Just perfect!
Bottom ability
I kinda forgot there was a bottom action here! You’ll be using this card for the top pretty much every time unless there are already 10 Curses in the monster modifier deck!
It’s good to have a little ranged damage ability that adds Wound here though because you might as well do something that helps the group if you don’t need to play the top.
Overall Singing Arrow card rating
Awesome card! The 89 initiative is really useful too because you can go really late in a round if you want to. For example, if you’ve just entered a room and you need the monsters to move into range.
Song of Speed
Level 1 Soothsinger card Song of Speed
Top ability
If you’re playing a scenario where you have to run a lot then this is a great Song to bring with you! Otherwise, you’ve got better options. Not all allies are going to have ranged abilities that they use regularly so that damage bonus is really conditional.
Bottom ability
I really like the bottom of Song of Speed! I can’t quite believe it’s an initiative 5 and reusable with a range of 4! You can play it at the start of a round to guarantee all the monsters are a disadvantage for the entire round for this turn and the next!
And we get an experience to add to the pile too!
It’s amazing.
Overall Song of Speed card rating
Love this card! That is all.
Throw Voice
Level 1 Soothsinger card Throw Voice
Top ability
The top of Throw Voice is the other ability that is central to our build at level 1. It’s like the top of Singing Arrow but instead of having to wait for the Curses to be flipped, we make sure the monsters in these hexes deal no damage straight away! For this turn and until the end of their next turn as well!
It’s also reusable and has that extra little hex enhancement slot too. Lovely!
Bottom ability
To be honest, always used the top of this card. But looking at what this ability says, for a loss ability I don’t think this is worth it because we lose the top ability from our hand too!
Overall Throw Voice card rating
Great top ability which we’ll use every chance we get! We just need to pair this card with a faster initiative card so we can play it as early in the round as possible!
Tuning the Outcome
Level 1 Soothsinger card Tuning the Outcome
Top ability
Well, this is a lot cheaper than visiting the Great Oak sanctuary to get a Bless card! But whether your allies want the Blesses in their deck is a different thing!
For some classes, they may have slimmed down their modifier deck so much to flip the cards they want that they don’t want Bless cards adding to it! And some classes may not want them at all.
The other issue with this card is that it only affects adjacent allies, so may only apply to a ranged ally who’s hanging out at the back with you.
Bottom ability
I love this little Move 3 with a cheeky Curse thrown in! It’s so cool to move and negate some future damage at the same time!
Overall Tuning the Outcome card rating
The bottom Move action is really great for us! The top is good for additional damage but only in the right circumstances.
Warding Dagger
Level 1 Soothsinger card Warding Dagger
Top ability
A melee ability really doesn’t lend itself well to this build. It’s very much a, “Get me out of here!” ability. Stick the monster to the ground so it can’t catch you when you run away!
For a damage-focused build, this ability is great.
Bottom ability
With our 9 card hand limit, a loss really has to pay its way. And this one just doesn’t. The Move 4 would be helpful but the Shield 2 only affects adjacent allies which means it probably won’t get used to its full potential.
Overall Warding Dagger card rating
Not a great fit for us.
Level X Soothsinger cards
At level 1, we can also choose level X cards. Let’s see what we’ve got!
Level X Soothsinger cards – Nimble Knife, Unending Chant and Wistful Wounding
Nimble Knife
Top ability
Another melee damage ability with Bless is not great for us. If that Curse was on a range 3 then it would be a bit more interesting!
Another good option for the damaged focus build though.
Bottom ability
A nice reliable 4.
Overall Nimble Knife card rating
The top isn’t usually useful for us, but a decent Move 4 on the bottom is pretty good!
Unending Chant
Top ability
Given that we’re all about stopping damage to our allies, this top ability looks tempting. But knowing that we’ve got Singing Arrow dishing out up to 4 Curses in one reusable action, Unending Chant looks a lot less appealing.
Bottom ability
This bottom move is basically our standard Move 2 with a bonus of a minor Shield 1 for allies who happen to be in a good spot after we’ve moved. But if you’re near allies who need Shields, you’re too close to the monsters!
The Shield is ok and a nice bonus, but there may be better options for this card spot.
Overall Unending Chant card rating
We don’t need the top ability and the bottom is only a slight step up from the standard Move 2 so this card isn’t doing a huge amount to earn its spot in our hand. The 51 initiative is right in the middle between fast and slow, so we’d need to pair it with a decent initiative card too.
Wistful Wounding
Top ability
If we were focused on damage support, this Song is pretty good. Particularly if we were playing with a damage-focused area of effect class! The main problem with Wound is that it’s like a +1 damage bonus, it works well at lower levels but less so at higher levels. That one damage at the start of the monster’s turn has less of an impact with they have higher health pools.
Bottom ability
If you really need some gold then take this loot ability with you, otherwise, it’s not doing much for us.
Overall Wistful Wounding card rating
Better for a support build that boosts allies than for this stop monster damage build. The 16 initiative is nice though!
Level 1 Soothsinger build
So for this level 1 build we’re going to do the best can to prevent damage to our teammates with the cards we’ve got at the moment. Like I said in the intro, we’re looking for cards that:
Stop monsters from dealing damage at all
Offer some movement
Deal ranged damage
Level 1 Soothsinger deck
Soothsinger Level 1 build deck cards
The level 1 deck isn’t completely perfect, but that’s the point of leveling up our cards, right? We could do with a few more fast initiative cards, and some better movement options.
Although cards have 2 abilities we generally take each card for one ability over the other. That’s how I’ve grouped them here.
Damage negation
Singing Arrow
Song of Speed
Throw Voice
Movement
Marching Beat
Nimble Knife
Tuning the Outcome
Ranged Damage
Call to Action
Songs
Defensive Ditty
Power Ballad
Level 2 Soothsinger cards
Level 2 Soothsinger cards – Change Tempo and Soothing Lullaby
Change Tempo
Top ability
Immobilize works like Stun on melee-focused monsters! Those shambling skeletons can’t get near us. Given what we’re looking for with our build, this ability can prevent quite a few hits on our allies given that it’s all monsters in range 3.
And yep, range 3 too! It’s perfect for how far away we are from monsters.
Bottom ability
This Move 5 is the 2nd highest move ability in our entire card set! And it’s reusable too with an enhancement dot. Looks perfect for a jump, maybe?
Overall Change Tempo card rating
Both abilities on this card work really well for our build type. The 91 initiative is also a good bet for going after our teammates and the monsters on our turn.
Soothing Lullaby
Top ability
A heal 1 might not look like much on first glance, but one at the start of every turn soon adds up! It also only takes a heal of 1 to remove Poison or Wound.
The main issue with this Song is that the heal 1 doesn’t scale very well. When your allies have a higher health pool and the monsters are doing significant damage per hit, a heal of 1 will make hardly any difference at all.
Bottom ability
Unlike the top ability, this heal 3 we can use on ourselves, which is quite nice! Granted, we shouldn’t be taking any hits anyway. But if we do, it’s nice to have a heel we can use.
The range 4 gives us decent reach with this ability. But again, a heal of 3 becomes less and less effective as we level.
Overall Soothing Lullaby card rating
The 11 initiative is pretty fast and it’s nice to see a heal-focused card for a support build option.
Level 2 Soothsinger build
What to pick up
It’s a tough choice at level 2. Both cards will help us in our support role. However, if we think about the guiding principles we’re using to evaluate each card for this build, then Change Tempo is more aligned with preventing damage than Soothing Lullaby is.
The other advantage with Change Tempo is that Immobilize works just as effectively at level 9 as it does at level 2. Whereas the heals of 1 and 3 on Soothing Lullaby are significantly less effective at level 9. That’s perhaps why there is a more powerful healing Song available at level 8.
For these reasons, we pick up Change Tempo over Soothing Lullaby.
What to drop
We replace Nimble Knife because we now have a better top action and an increased Move.
Level 2 Soothsinger deck
Soothsinger Level 2 build deck cards
Damage negation
Singing Arrow
Song of Speed
Throw Voice
Movement
Marching Beat
Change Tempo
Tuning the Outcome
Ranged Damage
Call to Action
Songs
Defensive Ditty
Power Ballad
Level 3 Soothsinger cards
Level 3 Soothsinger cards – Crippling Chorus and Echoing Aria
Crippling Chorus
Top ability
Ooh, our first Stun option! What a shame it’s on a loss ability. Boo!
It is pretty epic, though. You effectively stop all monsters within range 3 from doing anything for the remainder of your current turn and the next!
Bottom ability
The Move 3 is okay, but to get the Disarm bonus we’d need to be next to a monster. And we don’t want to be next to a monster. Like ever!
Overall Crippling Chorus card rating
The top Stun is really nice, but we can only use it once. This means we need a good reusable ability on the bottom that we can use in the meantime. And for me, this bottom ability just doesn’t cut it. We have better options already.
The initiative of 62 is also a bit rubbish. We need to pair this with a card with a clear low or high initiative to make it work.
Echoing Aria
Top ability
The main problem with Retaliate is that your allies will need to take hits to be able to dish out any damage of their own. And the whole point of this build is preventing monsters from doing any damage at all. See the issue here?
Bottom ability
Given that we’re at range 3 from monsters most of the time, and our allies are standing (hopefully) one hex closer to us than the monsters are, we’ll be able to get most allies with the shield 2 on pretty much every use.
If we’ve got Defensive Ditty in play as our Song whenever we play this ability, a lot of our allies are going to have shield 3 for the round. That’s helpful even at level 9.
Overall Echoing Aria rating
See that 8 initiative? That, combined with the reusable shield is what makes this such a great card!
Level 3 Soothsinger build
What to pick up
It feels weird to not pick up the first Stun option we have as a Soothsinger focused on preventing monster damage! However, it’s just not worth carrying that lower Move and Disarm ability around with us while we wait for the perfect opportunity to use the top.
So we pick up the shield 2 to use in combination with Defensive Ditty to prevent damage instead.
What to drop
Power Ballad. It’s offense focused and we can afford to lose the Move 2 with an occasional strengthen bonus on an ally or two.
Level 3 Soothsinger deck
Soothsinger Level 3 build deck cards
Damage negation
Singing Arrow
Song of Speed
Throw Voice
Movement
Marching Beat
Change Tempo
Tuning the Outcome
Ranged Damage
Call to Action
Songs
Defensive Ditty
Echoing Aria
Level 4 Soothsinger cards
Level 4 Soothsinger cards – Disorienting Dirge and Inspiring Anthem
Disorienting Dirge
Top ability
Would you look at that?! All monsters at a permanent Disadvantage any time they try to hit an ally! That’s amazing!
Seriously, this will be the most useful ability in your deck. Remember all those Curses we’re trying to sprinkle into the monster deck? Well, welcome to the ability that gets them drawn faster!
But not only that. The bottom ability on this card gets the Curses in the deck faster too!
Bottom ability
We can easily get 3 Curses into the deck with each use of this ability. Sometimes more. We can usually Bless a couple of allies at the same time. Pretty sweet!
Overall Disorienting Dirge card rating
Disorienting Dirge is such an important card for this deck! The best way to use it is to get about 9 Curses in the monster modifier deck using this and Singing Arrow, then take a rest. After your rest, play the Song for a while to draw the Curse cards out faster. Then have another rest and play the bottom again. And so on.
With such good top and bottom abilities, it’s easy to miss the 14 initiative which just tops the whole thing off! This card is one of the best in the game.
Inspiring Anthem
Top ability
It’s hard to look at Inspiring Anthem without immediately comparing it to Disorienting Dirge! But let’s try.
An ally moving 5 could be exactly what you need for a scenario where you have to run to specific places or even just the exit. And if you’re playing with a slower class like the Cragheart for example, then it’s actually really gonna help you complete scenario objective!
Bottom ability
This is like an upgrade to the bottom of Call to Action. It does one more damage and there’s no range restriction on it so you could boost an ally anywhere on the map. That’s really cool and actually makes this a good contender for our one high damage ability slot.
Overall Inspiring Anthem card rating
The bottom ability is better than our Call to Action bottom ability. However, the top is only going to be useful in certain situations which makes it less useful than the top of Call to Action. The 50 initiative is right in the middle too which is not helpful for guaranteeing the turn order we want.
Level 4 Soothsinger build
What to pick up
Disorienting Dirge. It’s an amazing card!
What to drop
Song of Speed. Now that we’ve got that ‘all monsters gain Disadvantage’ ability permanently as a passive on the top we no longer need the Muddle on the bottom of Song of Speed. Plus, we didn’t use the top of Song of Speed anyway so we’re adding another useful top spot ability to our hand!
Level 4 Soothsinger deck
Soothsinger Level 4 build deck cards
Damage negation
Singing Arrow
Disorienting Dirge
Throw Voice
Movement
Marching Beat
Change Tempo
Tuning the Outcome
Ranged Damage
Call to Action
Songs
Defensive Ditty
Echoing Aria
Level 5 Soothsinger cards
Level 5 Soothsinger cards – Melody and Harmony, and Mobilizing Measure
Melody and Harmony
Top ability
I loved the look of Melody and Harmony when I first saw it. But then I remembered that we have a hand limit of 9 cards. Sadface.
If you play a loss card too early in a scenario, it hugely reduces the number of turns you can play for before becoming exhausted. For us, it would reduce our time in a scenario by about 5 turns.
The only way to make Melody and Harmony work would be to carry it around in your hand for most of the scenario so that you can use two Songs towards the end. But even then, it means Melody and Harmony is hogging that top spot when we could have a more useful ability there.
Bottom ability
The Move 3 here isn’t amazing and the 3 range damage is worse than the bottom of Call to Action which has a higher damage value plus an extended range because it has the melee range of our ally added on.
Overall Melody and Harmony card rating
The top Song sounds great, but in reality isn’t so great for us.
Mobilizing Measure
Top ability
This Song is quite helpful for a front-line melee ally who needs to reposition each turn. It’s less useful for ranged teammates. It’s a situational Song though because the allies might not need to move on their turn. So it’s not going to be useful all the time.
Bottom ability
This is the highest move we get access to as a Soothsinger. And it’s a good one too! A reusable Move 6 is going to be helpful in every scenario. We’ll take that bonus 1 experience as well, thank you!
Overall Mobilizing Measure card rating
We have better Songs to use, but we don’t have better moves! We also don’t have a faster initiative card, seeing as we removed Song of Speed at level 4. So Mobilizing Measure is looking good for us.
Level 5 Soothsinger build
What to pick up
Mobilizing Measure. That 06 initiative and a high reusable move are good for any build really!
What to drop
Marching Beat. The Move 6 replaces the Move 4 and we also have a Song available to help with movement in a scenario if we really need it. So we don’t need the top of Marching Beat to help with that anymore.
Level 5 Soothsinger deck
Soothsinger Level 5 build deck cards
Damage negation
Singing Arrow
Disorienting Dirge
Throw Voice
Movement
Mobilizing Measure
Change Tempo
Tuning the Outcome
Ranged Damage
Call to Action
Songs
Defensive Ditty
Echoing Aria
Level 6 Soothsinger cards
Level 6 Soothsinger cards – Provoke Terror and Pull the Strings
Provoke Terror
Top ability
This! This is the card of our dreams. It’s like Throw Voice but with Stun instead of Disarm and a range a 4 instead of 3. Pair this with a super low initiative like on Mobilizing Measure or Defensive Ditty, and that’s 3 (potentially 4 if you can afford the enhancement) monsters out of action for 2 turns.
It’s not even a loss! Everything feels almost too easy!
Bottom ability
Although we’ll use this card for the top 99% of the time, it is helpful having a damage-dealing ranged ability on the bottom for versatility.
Overall Provoke Terror card rating
That top action is just awesome! It doesn’t even matter that the initiative is 60 because will want to pair it with a low initiative card to play it as early in the round as we can.
Pull the Strings
Top ability
In the right situation, moving a monster into the position you want could be fantastic. You could walk them straight into a trap, or move them away from a weak ally and towards your tank, for example. But that’s exactly the problem with this Song, it’s situational.
Bottom ability
If the monster modifier deck wasn’t full of Curses this mind control ability would be quite cool! Unfortunately for us, it would be a waste of a Curse if one were drawn!
Overall Pull the Strings card rating
Controlling monster movement can be an effective tactic to keep them away from your allies. However, the situations need to be right for that tactic to pay off.
Level 6 Soothsinger build
What to pick up
Provoke Terror, it’s perfect for our build.
What to drop
Call to Action. We have a bottom damage-dealing option available now for those rare situations when the best thing to do is reduce monster health rather than prevent damage to teammates.
Level 6 Soothsinger deck
Soothsinger Level 6 build deck cards
Damage negation
Singing Arrow
Disorienting Dirge
Throw Voice
Provoke Terror (also our Ranged Damage option)
Movement
Mobilizing Measure
Change Tempo
Tuning the Outcome
Songs
Defensive Ditty
Echoing Aria
Level 7 Soothsinger cards
Level 7 Soothsinger cards – Booming Proclamation and Nightmare Serenade
Booming Proclamation
Top ability
The Range 2 on Booming Proclamation puts us slightly too close to the monsters because we’re usually hanging out at Range 3. Sometimes the push will be worth it because there will be some conveniently placed traps laying around but otherwise it’s too risky.
If you’re a damage-focused Soothsinger this could help you to draw some awesome cards from your modifier deck!
Bottom ability
Another damage-focused ability that would likely have most of your allies in range when you use it. If all 3 of your allies are in range it’s a 9 damage ability. Which is quite nice but you’ll lose the card.
Overall Booming Proclamation card rating
An interesting option for damage build, but not a great choice for a support Soothsinger.
Nightmare Serenade
Top ability
If we weren’t already dishing out several Curses at once, this would be an interesting Song to have in play. As it stands though, we can potentially get 8 or more Curses into the deck in one turn using Singing Arrow and Disorienting Dirge. So it makes this Song look really underwhelming.
Bottom ability
This is like the top of Singing Arrow but we get to deal a little bit of damage which means we can flip modifiers from our awesome modifier deck for each monster in our hexes! It’s so cool to finally see our epic modifiers in action regularly!
The main problem with this verse is saying arrow is that it’s expensive to add the 4th hex to this ability!
Overall Nightmare Serenade card rating
A lovely 13 initiative means we can use this card to go early in a round. The song isn’t much use to us really but the bottom ability is great!
Level 7 Soothsinger build
What to pick up
Nightmare Serenade.
What to drop
Either Singing Arrow or Tuning the Outcome. It depends on whether you feel like you need the Move 3 from Tuning the Outcome, or the additional Curses from Singing Arrow.
I replaced Tuning the Outcome because I figured that if I needed any additional small moves I could use the basic move 2 action from Defensive Ditty or Echoing Aria.
Level 7 Soothsinger deck
Soothsinger Level 7 build deck cards
Damage negation
Singing Arrow
Disorienting Dirge
Throw Voice
Provoke Terror (also our Ranged Damage option)
Nightmare Serenade
Movement
Mobilizing Measure
Change Tempo
Songs
Defensive Ditty
Echoing Aria
Level 8 Soothsinger cards
Level 8 Soothsinger cards – Commanding Presence and Tranquil Trill
Commanding Presence
Top ability
At level 8, two damage to monsters isn’t going to do a lot unless the class benefitting from this has an amazing modifier deck!
Bottom ability
I feel like this is a really strange ability with limited use and it seems really underpowered for a loss as well. A bit baffled as to why this is on a level 8 card!
Overall Commanding Presence card rating
The top ability could be good in the right party when you’re focused on supporting ally damage output. But even then, you may end up taking another card anyway because the bottom is just so bad the initiative of 59 isn’t helpful either!
Tranquil Trill
Top ability
This is the upgraded version of the Soothing Lullaby Song which we passed over at level 2. A heal two is more helpful than a heal 1, obviously and it still has the effect of removing Wound or Poison every round.
Bottom ability
If we are adjacent to monsters you can bet we’d want to Disarm them! But really we shouldn’t be next to them in the first place!
Overall Tranquil Trill card rating
The heal Song is really useful especially to bring with you on scenarios where there are a lot of monsters giving out Poison or Wound. The 10 initiative is also fantastic!
Level 8 Soothsinger build
What to pick up
Tranquil Trill.
What to drop
At level 8, we have no problem keeping the monster modifier deck maxed out with 10 Curses thanks to Singing Arrow, Nightmare Serenade, and the bottom of Disorienting Dirge. So we don’t need Shields as much as we did at lower levels. That leaves us with Defensive Ditty or Echoing Aria as options to remove.
The lower ability on Defensive Ditty we can replicate using a Disarm or Stun next to the ally that’s vulnerable. Plus we’d be hoping that with the combination of Disadvantage from Disorienting Dirge and all the Curses in the deck, our allies will be taking zero damage on most turns anyway! So we’d just be wasting the ability.
With that in mind, Echoing Aria looks slightly more useful because we can protect up to 3 allies at once just in case a monster does manage to make contact.
I dropped Defensive Ditty.
Level 8 Soothsinger deck
Soothsinger Level 8 build deck cards
Damage negation
Singing Arrow
Disorienting Dirge
Throw Voice
Provoke Terror (also our Ranged Damage option)
Nightmare Serenade
Movement
Mobilizing Measure
Change Tempo
Songs
Tranquil Trill
Echoing Aria
Level 9 Soothsinger cards
Level 9 Soothsinger cards – Captivating Performance and Shadow Puppets
Captivating Performance
Top ability
If you’re in a party with an area of effect classes, the value of this +1 to damage is immense! It can be handy to swap this Song in at the end of a scenario with a boss just to finish them quickly!
Bottom ability
This ability is awesome! we get to stop 3 monsters from doing anything basically to turns at range of 3 which is a sweet spot and they don’t have to be positioned in hexes they can be anywhere within range. It’s so cool!
If we use this and Provoke Terror on our turn that’s 6 monsters out of action straight away!
And we can use it over and over again. Cue the stamina potions!
Overall Captivating Performance card rating
The bottom ability is just phenomenal! And we have decent top Song when we need to go on the offensive. The 25 initiative could be better but we can pair it with one of our lower, faster cards.
Shadow Puppets
Top ability
Running through a bunch of monsters sounds like a really risky strategy to me! We don’t want to be anywhere near them!
The other problem with this ability for our build is that we have so many Curses in the monster modifier deck, the monsters will be drawing nulls anyway.
Bottom ability
This is the same as the bottom of Call to Action but doubled. It’s actually a pretty good offensive option. But for us, that’s not as important as stopping monsters from doing damage.
Overall Shadow Puppets card rating
A decent card if you’re damage-focused. You get a ranged option and a cool move with jump that also deals damage.
Level 9 Soothsinger build
What to pick up
Captivating Performance.
What to drop
Echoing Aria. Shield 2 is good but instead of giving your allies shields, with the bottom of Captivating Performance, you can now stop the monsters from doing anything at all. Your allies don’t even need the shields anymore!
Level 9 Soothsinger deck
Soothsinger Level 9 build deck cards
So here’s our final deck! The entire top row of 6 cards focused on stopping monsters from doing anything to allies leaving them free to deal as much damage as they want without having to worry about healing!
But just in case we are in a scenario with lots of Poison and Wound, we take along Tranquil Trill to keep those negative status effects off and the health of our allies topped up.
Damage negation
Singing Arrow
Disorienting Dirge
Throw Voice
Provoke Terror (also our Ranged Damage option)
Nightmare Serenade
Captivating Performance
Movement
Mobilizing Measure
Change Tempo
Songs
Tranquil Trill
Soothsinger Perks
Soothsinger perks sheet
The Soothsinger perks are amazing! The only problem is that she doesn’t flip modifiers very often with our support build! She only flips them at times when you’re focussed on dealing damage because it’s the most useful thing you can do. So you need to maximize your damage for those times!
The first thing to do is to remove the negative modifiers so you know that when your hit lands it’s going to do something. This also helps to slim down your modifier deck and increases the chance of drawing a good modifier.
After all the negatives are out, you want to add in the +4 cards. Then, we take modifiers in order of what is likely to do the most additional damage either immediately or over time. Poison deals more than Wound on a monster that’s taking hits from your allies because each of your allies get a damage bonus for each hit. After that, we take the +3 Muddle.
Then we take the perks which negate damage to remove those remaining +0 cards from our modifier deck. Finally, we add in the rolling +1s and the rolling Curses.
Remove one -2 card Remove two -1 cards Remove two -1 cards Replace one -1 card with one +0 Stun card Replace two +1 cards with one +4 card Replace two +1 cards with one +4 card Replace one +0 card with one +2 Poison card Replace one +0 card with one +2 Wound card Replace one +0 card with one +3 Muddle card Replace one +0 card with one +2 Curse card Replace one +0 card with one +1 Disarm card Replace one +0 card with one +1 Immobilize card Add three rolling +1 cards Add two rolling Curse cards Add two rolling Curse cards
Soothsinger Items
Soothsinger starting items – Minor Stamina Potion and Boots of Striding
We’re usually well out of the way of the monsters so we don’t really need any defensive items. What we do need though, is some help with movement and stamina.
I only recommend starting items here so there are no spoilers. But the same principles apply regardless of which items you are using.
A summon is really cool for our Soothsinger because you get to flip those awesome modifiers more often and you can be both a supporting character and a damage dealer at the same time!
Minor Stamina Potion
10 gold
With our 9 card hand limit, we need all the help we can get in extending our longevity! A stamina potion really helps us with this. Of course, it lets us choose which cards we bring back too. Make these cards your negation cards, ideally with Stun and Curses!
Boots of Striding
20 gold
We don’t have that many movement options so these boots can help boost the standard 2 Move to a 4. Or, they can help you do a super quick sprint in scenarios where you need to run!
Soothsinger Enhancements
Enhancements can be quite expensive so we want to put them on the abilities that we will be using a lot and for many many levels to get our money’s worth.
+1 Hex on the top of Singing Arrow
66 gold
With this additional hex on Singing Arrow, we can potentially get four Curses in the monster modifier deck in one turn. Even if we can’t get all four in, the additional hex gives us more flexibility in our positioning of the action so we’re more likely to get more monsters with it.
+1 Hex on the top of Throw Voice
66 gold
Just like the enhancement on Singing Arrow, but this time we can potentially Disarm an additional monster.
Add Jump to the Move on Change Tempo
75 gold
You won’t use this hugely often because usually you’re hanging out at the back, but there have been scenarios where there have been lots of traps to get past, or even where monsters and obstacles have made moving around difficult. That’s where having access to a jump is really helpful so you can position yourself in the best place and not need to waste turns while obstacles are removed.
Add Disarm to Disorienting Dirge
225 gold
With this enhancement, you get to prevent monsters from doing damage now thanks to the Disarm and in the future too thanks to the Curses!
+1 Hex to Provoke Terror
191 gold
Just like Singing Arrow and Throw Voice, adding this additional hex lets us do more in one action. But Stun is better and more useful than Disarm and Curse. Good job too because this enhancement is a lot more expensive!
Add Disarm to Nightmare Serenade
300 gold
Now we’re getting really expensive! But if you can afford it, this is such an epic action to use! You leave 3 monsters Cursed, disarmed and usually hit for a decent amount or with additional negative status effects thanks to your modifier deck!
Soothsinger Experience
Soothsinger class board – levels and hit points
With the experience point at the start of every turn thanks to our Songs, we don’t even have to think about leveling up! We’re a leveling machine!
Soothsinger Combos
The best combos we do as a Soothsinger are the ones on turns when we don’t need to move.
Curse and Disarm (Level 4)
Turn 1 – Disorienting Dirge and Throw Voice
Use the low initiative on Disorienting Dirge to go early in the round and Curse all monsters at range 3 and Bless all allies in range 3. Then use the top of Throw Voice to Disarm 3 (or 4 with enhancement) monsters.
Turn 2 – Tuning the Outcome and Singing Arrow
Use the high initiative on Singing Arrow to go late in the round after all the monsters are in position. Play the Move 3 Curse on the bottom of Tuning the Outcome to move into a good position to apply the Curse and set up the hexes for Singing Arrow. Play the top of Singing Arrow to Curse 3 or 4 monsters.
Damage, Curse & Stun! (Level 7)
Turn 1 – Nightmare Serenade and Provoke Terror
Lead with the 13 initiative on Nightmare Serenade and use the bottom ability to deal 3 Curses and damage to 3 monsters. Follow up with the top of Provoke Terror to Stun 3 monsters. Could be the same ones affected by your previous action or a different set of monsters that you want to deal with later!
Turn 2 – Disorienting Dirge and Singing Arrow
Lead with 14 initiative on Disorienting Dirge and use the bottom ability to sprinkle Curses into the monster deck and bless your allies. Use the top of Singing Arrow to throw in some more Curses for good measure!
Soothsinger Names
Our Quatryl Soothsinger is an expert musician small with incredible skill on the lute and a fantastic voice! They enjoy protecting their allies by stopping monsters from doing anything to them! Combine these qualities with a studious nature, charming personality, and small and slight stature, I called my Soothsinger Melody Wist.
Here are some other Soothsinger name ideas to inspire you!
Ekki Rhyme
Layla Toney
Luticia Lift
Harmony Ode
Mezzo Soul
Folkie Stave
Opal Chord
Tabni Tune
Polka Dot
Saga Soul
Epos Sonnet
Conclusion – Gloomhaven Soothsinger Guide – Support Build
This Soothsinger support build is so fantastic at preventing damage to your teammates that when you retire her, they’ll realize how much they need to up their game! No more playing on the highest level difficulty!
It’s hard not to feel smug when you play as the Soothsinger – watching the monsters flail around doing no damage at all!
I hope you enjoy playing a support Soothsinger as much as I did!
Do you want to know what all the Gloomhaven unlockable characters are without campaign spoilers? Then check out my Gloomhaven Locked Classes article!
I’ve created guides for the locked classes! If you enjoyed this Soothsinger guide, check them out! Listed here by their code names: Triforce class guide, Two Minis guide, a Eclipse / Moon guide, Sun guide, Three Spears guide, Circles guide, Angry Face guide, Cthulhu guide, Saw guide, and a Lightning Bolt guide.
I’ve created build guides for all the Gloomhaven starting characters – ranged build guide for the Cragheart, tank build Brute guide, Tinkerer crowd control build guide, Mindthief damage and stun guide, Spellweaver AoE guide, and a Scoundrel single target poison build guide.
If you enjoy Gloomhaven as much as I do, it’s natural to want to upgrade it to improve your gaming experience. I especially like these cards sleeves and this organizer insert on Amazon, and this incredible 3D 108 piece custom Gloomhaven scenery set on Etsy! Seriously, go check it out!
For more upgrade ideas, check out my article 15 Awesome Gloomhaven Accessories and Upgrades.
More Gloomhaven articles
[STRATEGIES] Gloomhaven – Soothsinger strategy guide
Another strategy guide from my fellow Gloomhaven companion – Kuba J. This time he presents his observations and experiences about one of the unlock-able classes – Soothesinger aka Music Not. Enjoy his article!
SPOILER ALERT – the discussed class requires unlocking, some items I recommend are story-based only or may require higher prosperity to unlock; I also mention personal goal (generalized description) and another locked class with a single card from its deck.
Dear Reader – it is a very difficult thing to write a guide about class that is so powerful, that it really does not matter which way you go, everything you decide for will be a great help for your team.
Gloomhaven classes guides: Brute Spellweaver Tinkerer Doomslatker Soothesinger
Soothesinger was my second character after Spellweaver. I finally got what I wanted – true support class; it also reminded me that when I played my Baldur’s Gate 2 campaign long ago, I picked Bard class. Still, once I saw Bard’s perks, I decided that full support is not good enough and I want to have some action too.
In the Gloomhaven world it’s crucial to understand with whom you play as well as what classes and personalities your friends have. You want to fill in the gaps and boost their best abilities. My story with the Music Note began when one friend basically just started being Scoundrel (1 game), and 2nd was maybe 3-4 scenario old Sunkeeper. Our prosperity was at level 5 so our characters skipped low level struggle and already had good starting hands with some vision of what way we want to develop. We all knew we would remain with such a setup for quite a long time until we start to retire again.
We knew our weakness would be ranged attack and heavily shielded monsters. In such team composition we had roles clearly defined:
Sun takes hits (sometimes 90% during whole scenarios), and tries to attack
takes hits (sometimes 90% during whole scenarios), and tries to attack Scoundrel is our main damage dealer, later with poison buffs deals tons of damage, or simply kills, uses mostly melee, but as he often goes invisible, he doesn’t take much damage himself (monsters focus on the Sun or me).
is our main damage dealer, later with poison buffs deals tons of damage, or simply kills, uses mostly melee, but as he often goes invisible, he doesn’t take much damage himself (monsters focus on the Sun or me). My ( Soothesinger ) main job was to de-buff monsters, buff friends and occasionally attack, maybe heal if required,
It quickly appeared that our initial level of scenarios – Hard (+1) has become too easy – we quickly moved to a very hard mode (+2 levels) and still had a feeling that our setup is very strong. Sun is the best tank in the game, Soothesinger is the best support, Scoundrel is a formidable attacker – all in all powerful combination of great classes. Too bad there are no lvl 8-9 monster cards for those who want to try ultra-hard/insane levels 🙂
Soothesinger play-mat
CLASS
The Soothesinger – bard, whose soothing voice may distract opponents and inspire friends. Usually staying behind, sometimes may do some sneaky ranged attacks. Very unusual ability cards, stronger attacks often at the bottom, upper parts mainly for buffs/de-buffs (like songs).
STATISTICS
Health – very low, just 6, a single critical hit may kill you, keep distance until you level-up and may survive 2-3 hits.
– very low, just 6, a single critical hit may kill you, keep distance until you level-up and may survive 2-3 hits. Stamina – just 9 cards – so you do not have too much space to lost one’s; still with controlled play and stamina potion you should be fine.
– just 9 cards – so you do not have too much space to lost one’s; still with controlled play and stamina potion you should be fine. Move – may be problematic. From levels 1 to 9 there are 11 cards with movement, but due to strong abilities or attacks at the bottom, you may not be willing to use those for simple run. There will be painful choices, but one item may help a lot (check equipment).
– may be problematic. From levels 1 to 9 there are 11 cards with movement, but due to strong abilities or attacks at the bottom, you may not be willing to use those for simple run. There will be painful choices, but one item may help a lot (check equipment). Initiative – songs are usually very fast (5-25 initiative), in most teams Soothesinger may often open the round and buff friends or de-buff monsters.
– songs are usually very fast (5-25 initiative), in most teams Soothesinger may often open the round and buff friends or de-buff monsters. Loot – very difficult, only a single card with bottom attack has loot; usually possible if you move and end turn looting.
– very difficult, only a single card with bottom attack has loot; usually possible if you move and end turn looting. Experience – ultra fast gains! you will have songs played for the entire scenarios, each gives 1 exp per turn, also many other cards give exp as well. It is very likely that you will ran out of “steps” on the experience wheel tracker 🙂
– ultra fast gains! you will have songs played for the entire scenarios, each gives 1 exp per turn, also many other cards give exp as well. It is very likely that you will ran out of “steps” on the experience wheel tracker 🙂 Damage – not his specialty, but with the modified deck – probably the best perks in the game – can help friends, especially if he holds a specific item (again, more below!).
EQUIPMENT
Depends on what level you start with. At prosperity level 5 I had 90 gold and some discounts thanks to reputation. Most important are Major & Minor Stamina Potions. I would also add Major Healing Potion, as you are not a true healer and often instead of healing yourself, you may prefer to help friends instead. The rest depends on your team composition, personalities and strategies. If you have money, I would suggest boots that give you flying/jump, as none of your cards allows this.
Fully equipped Soothesinger, he really doesn’t need much more!
And additional hint – make sure you do solo scenario as soon as possible, i.e. when you reach level 5! That is obligatory and will enormously boost your character!
And now, let us look at the details:
Both hands: Solo Scenario item # 146 Master’s Lute – some may not like it, as it allows “only” to make move 2 or attack 2 when you play song ability, which at the first sight does not look awesome. Remember me writing that Soothesinger has great cards and that sometimes taking move actions is painful, as there are so many ways you could help your team instead of just moving? Now you can play songs often, swap them even every round, and you will be getting extra action every turn.
Armor: City Event item # 105 Flea-bitten Shawl – I got it quickly, maybe after 1-2 scenarios, I took it to utilize the Master’s Lute even more. Without that item I was afraid of getting hit in close combat, as with my low HP I risked a lot. Since getting that “armor”, I could go straight into fight and as long as my friend Sun was also touching my “monster” I was safe and could use 2 actions from ability cards and add extra hit with my Lute, often dealing significant damage (those perks!).
Feet: Winged shoes – every character should have some flying or jump ability, and it is a cheap way to fill in that gap in your deck.
Minor items: as mentioned above, Stamina & Healing Potions are very useful and critical for survival-ability of Note, especially if you – like me – go into melee to hit with the Lute.
Head: Iron Helmet – looks weird 🙂 you – a noble bard – disguised in a vagabond flea covered jacket with iron helmet on your head. But it is cheap and works if you plan on being aggressive.
As you can see, I mainly focused on basic, cheap, reliable equipment. The way to customize Note are endless and I advise you to experiment!
CARDS
It is difficult to talk about card picks for levels from 2 to 5 as I started at 5. Still, I will provide my evaluation of basic set as well as choices in consecutive level-ups.
Basic cards: level 1 and X
Song of Speed – awesome initiative and a good buff if your team needs to move a lot, or has ranged attackers that want to avoid being hit, bottom – Muddle all in range 4 – can be very useful, especially if you placed tons of curses in monster decks. Since I started at lvl 5, I never used it! We did not have dedicated ranged attackers in the team, movement was not a huge problem and our Sun could handle hits well even if monsters used their normal attacks. I see it can be used well in almost any other team compositions to significantly decrease the amount of damage taken.
Tuning the Outcome – upper bless only affects nearby allies and bottom move 3 plus single ranged curse. One of the weakest cards in my build which I did not use.
Throw Voice – very good top – ranked disarm in a triangle, bottom lost that forces small movement of enemies. If the bottom had its own movement that card would be way more useful. Never used by me when composing level 5 cards.
Call to action – top strengthen all allies (range doesn’t matter! if you are far away from the combat zone and cannot do anything offensively, you still can strengthen allies), nice bottom give an ally 4 attack – I like that card, mostly thanks to bottom, there were times I wasn’t next to monsters, so I played a song, moved 2 (Master’s Lute) closer to the combat zone and gave an ally 4 attack against nearby monster.
Marching Beat – If a scenario requires tons of movement, bottom 4 for myself, upper 4 for a friend, I think I used it once or twice, in general it’s a waste, but there are scenarios where especially some allies may struggle, and need a kick in their butt 😉 (yes Sun, talking about you!)
Warding Dagger – upper attack 3 + immobilize, bottom lost with move 4 and shield 2 to all adjacent allies. No, thanks! Top is fine, but bottom makes it almost useless, especially at later levels when Soothesinger may really help in other ways.
Singing Arrow – great upper curse in a triangle; bottom with a ranged weak attack and a wound. While I really wanted to make a use of that card, I had other to spread curses on level 4. I think I never used it, but in other team compositions it may be of great help to constantly fill in monster deck with curses, significantly reducing damage taken by team-mates.
Defensive Ditty – upper song providing +1 shield for allies, with bottom allowing one ally to negate single damage that turn. As we had Sun in our team we did not need additional Shields – so one of the most useless songs for us.
Power Ballad – upper song: allies add 1 to a single attack (not to an attack action, just against one target), bottom move 2 and strengthen adjacent allies. My primary song and a very nice bottom. A card which will stay till level 9!
Wistful Wounding – upper song adds a wound to allies attacks while bottom provides a weak ranged attack with the only loot ability. That would be one of a few low-level cards that I would keep even at lvl 9 – that song is definitely very helpful, especially against shielded enemies.
Nimble Knife – top attack 2 with curse and also blessing to one adjacent ally, bottom move 4. A very nice card for lower levels, which becomes obsolete at lvl 5, especially with the Master’s Lute.
Unending Chant – the top is almost useless – definitely on higher levels – as it will just place 5 extra curses; the bottom is way better, as its a non-lost, with move 2 but plus +1 shields for allies.
Cards available during level-ups:
Level 2 – Obviously I took Soothing Lullaby – I need to offer my allies some form of healing. Song giving 1 HP per turn doesn’t seem strong, but that 1 healing is enough to remove poisons and wounds from all allies in just one quick action, the rest can be healed with their health potions. Bottom could be used if there were no conditions to remove.
– Obviously I took – I need to offer my allies some form of healing. Song giving 1 HP per turn doesn’t seem strong, but that 1 healing is enough to remove poisons and wounds from all allies in just one quick action, the rest can be healed with their health potions. Bottom could be used if there were no conditions to remove. The 2nd card, Change Tempo is nice too, that’s the best move so far, and 2nd best in the deck, upper may be awesome if you have ranged friends and play against melee room.
Level 3 – Difficult choice to make. My team is offensive, we love Stun abilities, we focus on one target, kill it, and the remaining ones should not bother us, so we like to keep them stunned, immobilized or disarmed. Thus Crippling Chorus . Upper Stun is a lost ability, and should be used only when you hear Death knocking at your doors. Most often you will use it for the bottom move with disarm, an easy and safe way to catch up with friends and place yourself in a good spot for the next round.
– Difficult choice to make. My team is offensive, we love Stun abilities, we focus on one target, kill it, and the remaining ones should not bother us, so we like to keep them stunned, immobilized or disarmed. Thus . Upper Stun is a lost ability, and should be used only when you hear Death knocking at your doors. Most often you will use it for the bottom move with disarm, an easy and safe way to catch up with friends and place yourself in a good spot for the next round. 2nd card – Echoing Aria – is a very powerful too: Song with +2 retaliation at range 2, may be a great play against shielded enemies. Bottom is great as well, reusable +2 shield for all in range 3. In other team setup it could be a wiser choice to take that card, but with the Sunkeeper soaking up the damage and Scoundrel killing almost instantly I decided for Crippling Chorus.
Level 4 – The easiest choice in Bard deck – definitely take Disorienting Dirge ! And use bottom whenever possible. This is such a powerful card, affecting multiple allies and enemies in one play. That was often a game changer for us on higher levels, as even the strongest monsters thanks to this often rolled null for attack.
– The easiest choice in Bard deck – definitely take ! And use bottom whenever possible. This is such a powerful card, affecting multiple allies and enemies in one play. That was often a game changer for us on higher levels, as even the strongest monsters thanks to this often rolled null for attack. The 2nd card, Inspiring Anthem, is also a very useful one. Imagine Scoundrel attacking poisoned enemy with its special ability Crippling Poison – it becomes a 8 value attack. But even uch a good card cannot compare to the Dirge.
Level 5 – Very difficult choice. At this point we see that if we want to be effective, we could use movement and the Mobilizing Measure is the best movement in our deck – giving also experience!
– Very difficult choice. At this point we see that if we want to be effective, we could use movement and the Mobilizing Measure is the best movement in our deck – giving also experience! But as I had plans to attack my decision was to take Melody and Harmony and never use it for the top. Still, that “Move 6” might still be picked-up on further levels! We shall see.
Level 6 – another very easy choice – Provoke Terror (what a name). This is definitely one of the best cards I have ever seen in Gloomhaven! Both top (no-lost stun) and bottom (strong attack with push) are range ones giving a lot of flexibility to how it can be played.
– another very easy choice – (what a name). This is definitely one of the best cards I have ever seen in Gloomhaven! Both top (no-lost stun) and bottom (strong attack with push) are range ones giving a lot of flexibility to how it can be played. Pull the Strings – well, not a match for first choice at all! So we will not spent too much time on this.
Level 7 – Both cards are good and have many applications for various teams and strategies. The Nightmare Serenade bottom can really be a powerful when appropriately use. The Booming Proclamation top when used against multiple enemies in room with traps has potential for large damage. Still they were not adding so much to our group thus I decided to take lvl 5 move 6 cards (Mobilizing Measure).
Level 8 – difficult choice, heavily dependent on team needs and strategy. I picked the Commanding Presence , especially for the upper feature, allowing an ally in range 3 to attack all nearby monsters. Being paired with Sunkeeper who often gets surrounded by multiple melee units makes it a decent action to slowly bleed out enemies.
– difficult choice, heavily dependent on team needs and strategy. I picked the , especially for the upper feature, allowing an ally in range 3 to attack all nearby monsters. Being paired with Sunkeeper who often gets surrounded by multiple melee units makes it a decent action to slowly bleed out enemies. The other card, Tranquil Trill, has upgraded Healing song and Disarm at the bottom. Both are weaker then what first card provides.
Level 9 –Simple choice for me again. I took Captivating Performance – suits great to my Stun strategy. Upper song +1 attack to all attacks – great if you have multi-target attackers in a team. It is a plain and simple card.
Shadow Puppets may be great as well (it is level 9 after all) and it seems like a lot of fun with upper move+jump plus forced attack.Still, pretty situational and not as strong as first one.
Level 9 usual Music Note set-up
So how my hand was looking like at the level 9? Beside 8 level-up cards I used mainly the Wistful of Wounding, to have anything that may work against heavily shielded enemies. Sometimes in scenarios not requiring a lot of move, Mobilizing Measure can be swapped for Singing Arrow, Throw Voice or Call to Action.
PERKS
As far as perks are concerned, you should definitely start with:
first choice: thin out your deck by removing all -1 and -2
two times replace +1 with +4, now – which in the end means you have solid 15% chance to draw it during combat
then I decided on rolling +1 – there are opinions it is a bad to use a rolling modifier on thin deck as you can get Null. Still, I find those pretty useful with greater chance to get +4.
Stun – as theses are my allies who are mainly supposed to deal big damage
The last picks were + 3 (even more damage!) and to support our Scoundrel build – two times +2 with poison.
As some of you may have noticed – I had very few perks. Soothesinger may have a huge problem with earning ticks from combat goals. Even the easiest ones like looting are very difficult with friends like I had. You are not a damage dealer to kill a lot, quick or overkill by a lot, you have a small hand, low HP, so it is risky to play other battle goals too. Still, there is couple of very useful ones which I recommend!
STRATEGIES / COMBOS
Curses – you have couple of cards to spread curses with AOE, single attacks, as additional feature on the tops and the bottoms of cards plus from the attack modifier deck (even 2-3 possible in a single hit). If you make sure enemies are muddled or at disadvantage you have high chance enemy will draw those nulls.
– you have couple of cards to spread curses with AOE, single attacks, as additional feature on the tops and the bottoms of cards plus from the attack modifier deck (even 2-3 possible in a single hit). If you make sure enemies are muddled or at disadvantage you have high chance enemy will draw those nulls. Stun – when opening a room use one multi-target stun, and have another stun in deck for the next round, that way your friends will kill monsters without getting hurt too much. Stun does not allow monsters to heal, get shields and retaliations form action cards, so it can speed up killing monsters. But the intrinsic retaliate (on monster card) will always work!
– when opening a room use one multi-target stun, and have another stun in deck for the next round, that way your friends will kill monsters without getting hurt too much. Stun does not allow monsters to heal, get shields and retaliations form action cards, so it can speed up killing monsters. But the intrinsic retaliate (on monster card) will always work! Swap songs often and try making use of the Master’s Lute. It is very thematic and I really loved drawing +4 modifier while using my instrument in combat
ENHANCEMENTS
Sure, some great cards may become even more awesome (to spread more curses, stuns, etc) – still, I had a personal goal connected to gold and thus I did not spend much. The only worth spending upgrade which I considered was adding “jump” to one of the moves so I do not need to use special shoes.
IMHO, that character is so overpowered, upgrading it even more would be a huge abuse. You want to have some challenge in the game. If the team composition is not great and you lack synergy, little improvements will help, so sure, try something, but not too much. 😉
SUMMARY
Soothesinger – a brittle character who is really great to play. I had fun, sometimes as an attacker, more often as a crow controller, buffing my allies, and letting them have their fun too. That is definitely great support, who can also deal considerable amounts of damage. Should you unlock him, make sure he becomes part of your group!
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