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Subject: Note class Perks rss

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Jeremy Steward
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I have read 2 different guides on the (support) Soothsinger and when it came to perks, they had wildly different thoughts on the perks.

In one, he valued the chance to curse while attacking as more important than the actual damage so he prioritized the curse perks first.

The other, preferred to curse using cards and not rely on random curses, therefore focused on damage and left the 2 rolling curse perks till absolute last.

So what do you think?

Poll
When do you pick the rolling curse perks?
First
Last
In the middle somewhere
      42 answers
Poll created by Deadwolf
 
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Michael NA
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Haven't been able to play this class yet (but SOOON...)

however since I got 3 guides I figured I'd throw you all 3 so you could see which one you were missing

https://boardgamegeek.com/thread/1809751/music-note-class-de...

https://imgur.com/gallery/xMv3B

https://imgur.com/gallery/hn6Zd


As to the perks, it honestly depends how you are gonna play the character, so a little more info might be nice
Most builds don't have you attacking much if at all in which cases your perks and modifier deck is utterly irrelevant...

If you will go with more than 1 attack pr rest or start summoning creatures then like always start getting rid of the bad cards first, that's 3 perks, making 2 +1 into a +4 is another perk for 4 total...
Since I don't know how many you start with I'll stop here...

hopefully you get a few games under your belt before needing more perks than this, in which case you get a feeling for what you want/need yourself

If you are needing negation then curses, stun, disarm and muddle is the way to go.

if you are needing damage then the rolling 1s, wound and poison is the way to go.

hope that helped just a little

have fun mate
 
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Jeremy Steward
Canada
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nmnighteyes wrote:
Haven't been able to play this class yet (but SOOON...)

however since I got 3 guides I figured I'd throw you all 3 so you could see which one you were missing

https://boardgamegeek.com/thread/1809751/music-note-class-de...

https://imgur.com/gallery/xMv3B

https://imgur.com/gallery/hn6Zd


As to the perks, it honestly depends how you are gonna play the character, so a little more info might be nice
Most builds don't have you attacking much if at all in which cases your perks and modifier deck is utterly irrelevant...

If you will go with more than 1 attack pr rest or start summoning creatures then like always start getting rid of the bad cards first, that's 3 perks, making 2 +1 into a +4 is another perk for 4 total...
Since I don't know how many you start with I'll stop here...

hopefully you get a few games under your belt before needing more perks than this, in which case you get a feeling for what you want/need yourself

If you are needing negation then curses, stun, disarm and muddle is the way to go.

if you are needing damage then the rolling 1s, wound and poison is the way to go.

hope that helped just a little

have fun mate


I have seen all 3, but I was not really counting the damage build (and in that choice, of course you would go for damage).

The poll is for a standard support build.
 
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Michael Lawson
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If you're going standard support I'd say absolutely use the rolling curses. I waited until last, but I was going more the damage build. However, over the course of the campaign I used the class as both, he/she was very flexible, more full support at earlier levels, but more damage focused at later levels. All in all, it's the class I've had the most fun with so far, so flexible.
 
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Michael Lawson
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I might add, curses in support are extremely powerful, especially with a certain level 4 card. The more the better, but in this class you really don't need a way to get more curses ( I voted first for support mode).

The damage build states disorienting dirge must be played and left down, but I disagree. I used it many times for the bottom. Finding a good spot to use the bless/curse within 3 is super powerful, THEN throw down the song next round.
 
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H G
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Because the class has so many rolling modifiers, the first thing is removing all negatives. Music Note can remove every negative except then null, fairly fast. You have other curse options that are more effective and reliable than the modifier card draw. I would add it around perk 5.
 
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Jeremy Steward
Canada
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mtlawson07 wrote:
I might add, curses in support are extremely powerful, especially with a certain level 4 card. The more the better, but in this class you really don't need a way to get more curses ( I voted first for support mode).

The damage build states disorienting dirge must be played and left down, but I disagree. I used it many times for the bottom. Finding a good spot to use the bless/curse within 3 is super powerful, THEN throw down the song next round.


I think you make a good point in that it probably depends on how you intend to use Disorienting Durge. I you use it as your primary song, you won't have as strong of a curse engine.
 
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