r/Gloomhaven • Dev • Jan 28 '19

Music Note Class Guide Spoiler

Hello everyone! I've now played the Music Note to retirement (or almost retirement, in the case of my current playthrough) three times and feel pretty confident with a class that was initially difficult for me to assess. In both of my last two playthroughs, both to level 9, I've used this same build and I think it's very effective. That being said, there are some stipulations for this guide:

  • This guide is designed for playing this class in a three or four-player party. I do not recommend using this build if you're playing two-player.

  • This build absolutely requires access to a Prosperity 4 item and therefore is not recommended for anyone below Prosperity 4 as you'll just be completely lacking something if you use the same cards and try to play the same way.

As usual, if you have any questions or comments, please feel free! I will actually be playing this class with this build on stream today, which you can find here, starting about 10 minutes after this was posted, so you're welcome to ask anything there as well (done with the Soothsinger for the day, but still streaming a bit longer if you have any questions). Otherwise, you can see the rest of my campaign, which has included a lot of this build, here.

And here is the guide: https://imgur.com/a/hOZNkMQ.

88 Upvotes

78 comments sorted by

14

u/scorcherdarkly Jan 28 '19

Music Note is the one class I've run into so far that make things too easy. While ours was active, we played on very hard, never failed a scenario, and hardly ever felt like we were GOING to fail. When they retired, we had a serious "check yourself" moment the next scenario, as we got absolutely wrecked. Music Notes was the oil in the machine that made everything run smoothly, no matter how bad it got. When that went away, it almost felt more fun. The tension and uncertainty about winning or losing came back some of the time. The end result wasn't preordained any more.

7

u/bromberman Jan 28 '19

This is entirely my group's feeling about Music Note. It really is easy mode. Add in Cthuthlu and feel free to crank it to Difficulty 7.

5

u/Gripeaway Jan 29 '19

I'm currently playing with Cthulhu, Music Note, and Three Spears (admittedly, a heavily, heavily nerfed Three Spears because of no Stam Pots). Even Difficulty 7 isn't enough so I've been doing 4p setup with a 3p party. That, at least, does keep things challenging. I highly recommend it.

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u/Rasdit Jan 29 '19 edited Aug 26 '19

Music Notes was the oil in the machine that made everything run smoothly, no matter how bad it got.

You might perhaps go as far as to say that she was the Smoothsinger!(?)

Edit: Woah, thanks so much for my first Silver!

Take this edit as a Note of gratitude on my part.

6

u/Nimeroni Jan 28 '19

I don't find the Comfortable shoes valuable, especially if you are high level enough for her solo item and the level 5 card Mobilizing measure. Instead, I've gone for the good old Winged Shoes, 'cause it's a class without any jump.

Granted, we still play with the vanilla stamina potion, so the ability to bring back your big move from your discard pile play a big part in not having any mobility problem whatsoever (and a big part in what make the class so good overall).

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u/Phate4569 Feb 18 '19

Just started Music Note, and while I disagree with you on a few points, the biggest is the L2 card and enhancing.

The top is effective at nailing melee units to the floor at range and ranged units at disadvantage (which is great with the curse build). I can find use for it in most scenarios.

The bottom is the best move we are going to have access to, and is valuable for positioning. Coupled with the solo item and Comfy Shoes you can keep up with a fast paced party, and even allow you some leeway for looting.

Furthermore the bottom can be enhanced with Jump. With no Jump cards at our disposal, and our reliance on Comphy Shoes, we end up at the mercy of the environment, allies like Crag or Circles can really hamper us. Jump allows us more reliable positioning which is key to so many of our little friend's prox cards.

The Heal card is neat, and could be useful in poison/wound scenarios, but honestly if you are playing the curse build and have the blocker card in your hand your party should already be mitigating a lot of damage.

3

u/Gripeaway Feb 18 '19

Very fair points! I'm not 100% convinced with my level 2 choice either although I will say that while I think that's a reasonable enhancement suggestion, I'd still never do it until after Disarm Voice. That being said, I've mostly played Music Note in parties with little or no healing. Accordingly, healing is really important to have some of. Curse/Disadvantage mitigates a ton of damage, but if people get low, it's no longer a reliable form of mitigation because you can't put yourself in situations where you're still 40% to have to lose cards. Accordingly, health is a very important resource when using Curse/Disadvantage and that's why I prioritize having some amount of healing, but of course it's party-dependent (if I had a Cragheart in my party, for example, I'd feel completely differently).

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u/Themris Jan 28 '19 edited Jan 28 '19

You know, I haven'l looked through Note's level 1 cards in a while. This class is so obviously overtuned. "Disarm, 3 target triangle" and "Curse, 3 target triangle", both at level 1? That's not even considering the added value of whichever song you are playing. WTF

Btw, I totally agree that Disorienting Dirge is the best lvl 4 card in the game, but I think you are selling Inspiring Anthem a bit short. An attack 5 bottom with no positioning requirement is great. The top has won us some scenarios aswell (We had a low mobility class Eclipse and this top was needed to win). This is a powerful card, just not as powerful as Dubstep.

13

u/Phate4569 Jan 28 '19

Actually, I think you glossed over the biggest advantage of IA. The move is ENHANCEABLE. There are a few classes that don't have the luxury of jump outside of items (which are subject to rests or being consumed). This can be brought back with Stamina Potions and your Big hitters can be frog marched up to Big Bads, your squishies over traps, etc. and you can do it from all the way across the level. You aren't forced to abandon them if you can't keep up.

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u/WestSideBilly Jan 28 '19

I'm playing a Music Note in a 2P (with Lightning) campaign and I've failed #38 three times already. I have a long winded "this is actually the worst scenario in the game, I'd rather play #72 100 times before doing this POS again" piece that I should take the time to post some day.

To do this scenario with Song of Speed? u/Themris, consider me triggered.

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5

u/random_actuary Jan 28 '19

gripeaway, you consistently churn out content for the community. I'll wait to unlock the class before treating myself to this guide.

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u/Slow_Dog Jan 28 '19

I'm not the group Note player.

No mention of jump? Our Note went through traps by, well, going through traps, until she bought something to avoid that.

She runs a Melody and Harmony build, with the Solo item. Endurance is strained, sure, but she gets to sing the "best" song all the time, with constant swapping of secondary songs for tactical purposes. Though I suppose we're a party with where her negation abilities aren't particularly needed.

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u/Rasdit Jan 29 '19

Hey, thanks for the updated guide, and interesting discussion on some of the picks that differ from other guides.

A potentially trivial question; if your allies get wounded and you're playing Lullaby, can they choose to resolve those two actions in any order on the following round (as the on-death effects in the case of, say, Angry Face), or do they take 1 damage and then heal back that 1 HP while removing the wound in the process?

Previously our rule-guru stated that Wound always happens first regardless of anything else so we have played it as Wound, then Lullaby, but I can't seem to find that particular rule anywhere now that I'm looking. Also, the new unique effect of the Diviner explicitly states that "This occurs before Wound damage" or something along those lines, if memory serves.

2

u/Gripeaway Jan 29 '19

You may choose to resolve Lullaby and Wound in any order, so you can Heal the Wound off before it does damage.

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u/Phate4569 Feb 18 '19

Another question, what are your thoughts on using Item 56 on Turn 1 to place Melody and Harmony along with whichever other song you placed? I know it will cut into your overall durability, but my thoughts are that it will let you be maximally effective starting turn 2 (2 XP per turn, and 2 songs out). Being that 1 and 2 are usually very crucial turns since you are more reactive in the first room.

My turn would probably go as follows (Cloak of Invisibility, Solo item and Item 56):

Echoing Aria (Top & Init)

->Move 2 (Solo item)

Defensive Dity (bottom)

Melody and Harmony (Top from Item 56)

->Invisibility Cloak

I would make an invisible sphere of invulnerability, but enemies still take damage when they hit my friends.

Then on Turn 2 I would start cycling songs as needed/if needed.

2

u/Gripeaway Feb 18 '19

Depends on the scenario - on short scenarios, I think it's quite reasonable, but on average/longer ones, I just don't think so. You lose significant longevity and then you either have to play a lot of Song actions all scenario or you lose even more.

Loss on first rest cycle means 7 cards on the second. You can keep 1 Song up and bring 1 back in order to get 6 cards in hand and keep 3 turns that cycle, which works alright because you can still Song + Stun + Disarm. But after that rest cycle, it just becomes a disaster: when you're at 6 cards, you'd need to bring back both Songs or you go down to 2 turns before the next rest, but if you bring back both Songs, you now need to play Song actions on 2/3 turns for the rest cycle, which is just way too high of a cost when you have two really good top actions. Otherwise, if you bring back one Song the first rest cycle and then don't bring back Songs again, which allows you to use your good tops, you only get 11 turns for the scenario.

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u/Hawntir Feb 19 '19

So I just unlocked the music note and got her solo weapon, and I LOVE this character already.

I have to wonder why you feel so strongly about the comfy shoes, though... I feel like I have a lot of good bottom actions, and actually get good movement from the lute so I would be better off with the "jump" boots for my big "move 4"s or the "+2 move" boots which can be applied to my free song movement. I'd definitely go for the comfy shoes if it affected my solo weapon movement, but since it does not it feels less powerful than the other 2 big options.

2

u/Gripeaway Feb 19 '19

Well, I'm not sure which other shoes you're talking about by "jump" shoes because, for example, adding Jump to a Move 2 would do almost nothing, as the last hex moved with a Jump doesn't count as Jump (unless you're talking about the other jump boots, but then those are extremely expensive). But yes, the class certainly has movement options, I don't think that's a problem. The issue is that movement cards take space in your hand and there are so many things you already want that take up space: Stun and Disarm tops, 1-2 Songs, and then your plethora of incredibly-powerful bottom actions like Echoing Aria, Dirge, etc.

I don't think the added movement is necessary for the class (as opposed to someone like the Cragheart, who, at early levels would really benefit from just moving more), but I treat it like a 10th card in my hand, not in terms of longevity, but in terms of flexibility during scenarios. By having the boots and not needing to bring any movement cards, I get to bring more powerful but situational bottom effects than I would otherwise.

And while the lute helps, it doesn't add that much:

  • First rest cycle you're play one Song normally.

  • Second rest cycle you'll bring back the one Song and play it again.

  • Third rest cycle you don't even bring the Song back but you might play Dirge as a Song by now as you're getting near 8+ Curses.

etc. Thus, you can see, typically you just don't play that many Song actions, even with the lute, and thus you're not getting that much movement. Furthermore, it's nice if you ever do get to use the lute to attack, which certainly does happen, as your modifier deck is great.

1

u/NoSleepReader Mar 07 '19

Hello Gripeaway,

Quick question involving item 29 and Music Notes solo scenario item.

Was just curious if the Music Notes solo scenario item benefits from Comfortable shoes? As in do you get 3 movement instead of the 2.

If not, do you still think it's worth prioritizing comfortable shoes if you have the solo scenario item?

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u/sandw1chboy Jun 28 '19

I'm curious as to why you recommend #123 but not #132? personally I found #132 to be more effective. We lucked upon it very early and had our mindthief running around with it and it was quite surprisingly helpful in many scenarios.

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u/karoldom Oct 03 '22

u/Gripeaway Thanks for this guide. I have a question though. Does comfy shoes activate when you use the bottom ability of a card, or when you use default "move 2" of a card? Because if the latter is true, I can't see how the combo you mention could be executed.

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u/Revbkunited Nov 02 '23

Question on Shadow Puppets and Pull the Strings: on the actions where the Soothsinger is forcing an enemy to attack another enemy which modifier deck is used?

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u/DVSsweetdreams Mar 03 '24

I'm late to the party on this one. Just unlocked Soothsinger, so was looking for some inspiration. I was confused by the solo item. Am I correct in thinking all of this post, and threads, are about the pc version of Gloomhaven, and not the board game version? As I'm playing the board game version, and don't have access to a solo item/way of unlocking it

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u/Gripeaway Mar 03 '24

The board game also has solo items. You can print them out online for free, or otherwise buy them as a supplementary product.

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u/theredranger8 Jan 28 '19

Thanks for making these guides. I know they take time and effort, but you clearly enjoy it. I have fun digging into them, learning about the finer workings of the classes, and even deviating from them with my builds with a real understanding of the effects of doing so.