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author | Your Name <you@example.com> | 2025-02-26 21:14:17 -0500 |
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committer | Your Name <you@example.com> | 2025-02-26 21:14:17 -0500 |
commit | 2e80ee103de1b84828ade9fb21a57fa4db6a213a (patch) | |
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Updated soothsinger doc
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diff --git a/content/soothsinger.md b/content/soothsinger.md index f009817..4e420fe 100644 --- a/content/soothsinger.md +++ b/content/soothsinger.md @@ -374,6 +374,58 @@ Your only way to move as a top action. Otherwise pretty mediocre. **Verdict:** Give the move and jump on top some careful consideration. Depending on what cards you've taken up to this point, your deck might be very imbalanced with many potent bottom actions and not enough to do on top. I am confident in saying that Captivating Performance is the better card in a vacuum, but for some builds Shadow Puppets may round things out in a more satisfying way. +## Song Analysis + +Your songs fall into three general categories: defensive, offensive, and utility. + +### Defensive Songs + +<img src="gh-defensive-ditty.png" width=200 height=300> +<img src="gh-disorienting-dirge.png" width=200 height=300> +<img src="gh-soothing-lullaby.png" width=200 height=300> +<img src="gh-tranquil-trill.png" width=200 height=300> + +You have three songs which fall solidly into the defensive category: Ditty which shields, Dirge which imposes disadvantage, and Lullaby and Trill, which heal (a sort of a retroactive defense). These three effects are all powerful and shine in different situations. + + + +Many have claimed that Trill is your best defensive song, and I must dissent. However, in certain common situations, it can be. The plot above shows the total (or net) damage dealt to your allies for different base attacks under certain effects: Advantage (which we hope the monsters never have), Disadvantage (as imposed by Dirge), No Advantage (the default case), Shield 1 (a la Ditty), and Heal 2 (Trill). Note how Trill always comes out ahead! Note how Dirge overtakes Ditty around attack base 5! + + + +Cursing the monster deck can prevent quite a bit of damage. No matter the song, your curses give you a defensive boost. Notably, Dirge is disproportionately benefited, overtaking Ditty by attack base 2. Trill continues to whisper sweet promises of single-handedly solving all of your defensive needs forever. + + + +Aha, the chink in Trill's armor! Ditty, Dirge, and Trill are all about equivalent when an ally is hit by 2 attacks in a turn, and Ditty and Dirge pull ahead as the number of attacks increases. This is the key problem with Trill: it is only the best song when attacks are spread out among your allies. But when one ally (say your tank) tanks all of the hits (as a tank does), it falls apart. + + + +Adding a few curses to the monster deck only makes the flaw with Trill more pronounced. This time we see Dirge take the lead from Ditty as the best defensive song. + +In summary, Trill is your best defensive song when attacks are spread out such that each ally only receives one per round. However, if this is the situation, you might be better off with an offensive song. Ditty is best when attacks are low base or you have few curses in the monster deck, and Dirge is best when attacks are high base or you have many curses in the monster deck. + +### Offensive Songs + +<img src="gh-power-ballad.png" width=200 height=300> +<img src="gh-song-of-speed.png" width=200 height=300> +<img src="gh-wistful-wounding.png" width=200 height=300> +<img src="gh-echoing-aria.png" width=200 height=300> +<img src="gh-captivating-performance.png" width=200 height=300> + +Your offensive songs are many and varied, and the analyses above covered most of the points that I wanted to cover here. But why is Song of Speed included, you may ask? Observe Booming Proclamation, and become saddened that this song does not affect yourself. The Soothsinger is not the only class with an Attack Target all enemies within Range X, and this becomes the favorite AOE attack multiplier when allies with such cards are present. + +### Utility Songs + +<img src="gh-song-of-speed.png" width=200 height=300> +<img src="gh-soothing-lullaby.png" width=200 height=300> +<img src="gh-mobilizing-measure.png" width=200 height=300> +<img src="gh-pull-the-strings.png" width=200 height=300> +<img src="gh-nightmare-serenade.png" width=200 height=300> +<img src="gh-tranquil-trill.png" width=200 height=300> + +Several of these songs played part-time roles in other categories, but they are useful in more general ways as well. Song of Speed and Mobilizing Measure are good for movement. Lullaby and Trill clear poison and wound. Pull the Strings gives trap utilization. Serenade curses (which could have landed it in the defensive songs category if I was feeling more generous). Not that these songs are bad, their uses are just not immediate. + ## Builds ### Support Build @@ -404,24 +456,6 @@ This support build excels at shutting down enemies so that your allies can focus The biggest drawback with this build is the imbalance between useful top and bottom actions. You get 7 great bottom actions, yet only 5 on top, 3 of which are songs. It is optimal for action efficiency to play a song once every other rest cycle (the turn after you pick one up to maintain an even hand size), but even if you cycle them more frequently than that, you will want to use stamina potions to keep your output of useful top actions going, then prioritize losing bottom-only cards like Serenade when you long rest. -#### Dirge-Boom Combos - -If you choose to take Booming Proclamation in exchange for Nightmare Serenade, then you can pull off some pretty gutsy (but totally safe, I swear!) combos. The Dirge-Boom combo is very flexible and can be utilized as mentioned in the card-by-card analysis, but can also be stretched over several turns. Here's the melee enemy version: - - 1. Go late with Change Tempo. Select a very precarious hex in the middle of a room of as many menacing baddies as possible. Fear them not, for they cannot hurt you. Move using a jump-enhanced Mobilizing Measure (or Winged Shoes) and immobilize using Change Tempo. - 2. Go fast with Dirge and pump 'em with curses, then Boom and push those immobilized monsters out of melee range. - 3. Go fast with Performance and stun those that are still within your 3 hex range, then use Provoke Terror on those that you had pushed farther than that. Stamina potion back one of your songs (but only for its initiative). - 4. Now it's time to reunite with your allies. Go fast with the song you retrieved the previous round. Move with Crippling Chorus back toward your allies, disarming an enemy that they haven't yet dealt with (if applicable). - -This is the ranged enemy version: - - 1. Go late with Change Tempo. Select a precarious hex as in the melee enemy version. Move with a jump-enhanced Change Tempo (or Winged Shoes) and use crowd control such as Throw Voice or Provoke Terror. - 2. Go fast with Dirge, and pump 'em with curses. Use your other crowd control card (Throw Voice or Provoke Terror) to catch those you missed the previous round. - 3. Go fast with Captivating Performance and stun 'em. Boom them, pushing them to clear a path back toward your allies. - 4. Now it's time to reunite with your allies. Go fast with Mobilizing Measure, and get behind friendly lines! - -In either of the above sequences, if you have the Cloak of Invisibility and there are still a bunch of enemies by the time you're running low on cards, use it to take a long rest and then keep the combo going. - ### Damage Build This build prioritizes damage over support, but your songs and crowd control abilities are still there for when you need them. diff --git a/content/soothsinger/songplots/attacks-curse.png b/content/soothsinger/songplots/attacks-curse.png Binary files differnew file mode 100644 index 0000000..f446778 --- /dev/null +++ b/content/soothsinger/songplots/attacks-curse.png diff --git a/content/soothsinger/songplots/attacks-nocurse.png b/content/soothsinger/songplots/attacks-nocurse.png Binary files differnew file mode 100644 index 0000000..99ea537 --- /dev/null +++ b/content/soothsinger/songplots/attacks-nocurse.png diff --git a/content/soothsinger/songplots/base.png b/content/soothsinger/songplots/base.png Binary files differnew file mode 100644 index 0000000..545ce0d --- /dev/null +++ b/content/soothsinger/songplots/base.png diff --git a/content/soothsinger/songplots/curses.png b/content/soothsinger/songplots/curses.png Binary files differnew file mode 100644 index 0000000..cd94738 --- /dev/null +++ b/content/soothsinger/songplots/curses.png |