Divinity: Original Sin 2

Divinity: Original Sin 2

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Deadeye - The Scoundrel Archer
   
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Type: Add-on
Game Mode: Story, GM
Tags: Classes, Skills
File Size
Posted
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180.938 KB
4 Mar, 2022 @ 9:46pm
4 Sep, 2022 @ 7:51pm
10 Change Notes ( view )

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Deadeye - The Scoundrel Archer

In 1 collection by Cleric
Cleric's DOS2 Mods
9 items
Description
Introducing The Deadeye!

The deadeye is a more deliberate version of the huntsman. Focusing heaving on applying statuses and punishing foes afflicted by them with harsher status effects or more damage. The Deadeye's unique utility lies within it's Malice. Marking a target for death enables them to build their Malice and manifest it as a lethal ranged attack that is stronger with every stage of Malice gained.

This mod requires Cleric - Shared Resources

The Skills

The Deadeye is a bow and crossbow playstyle within the Scoundrel's wheelhouse. Attack skills require a ranged weapon. For the most part there is a naming convention. Most "Shots" apply basic status effects, while most "Snipes" apply basic status effects with additional status effects being applied under specific conditions.

Utility

  • Deadeye's Mark - Mark a target for death. Gain Deadeye's Gaze which lets you build malice with other skills, and gain your first stage of Malice.
  • Malice - A status effect that gives you access to Death's Judgement and improves some combat stats. Malice can only progress in it's stages if you are invested in Scoundrel. Stage 1 requires 1 point in Scoundrel, and the highest stage - Stage 5 - requires 5 points in Scoundrel.
  • Death's Judgement - A lethal ranged attack that will consume all stages of Malice and can only be used on your marked target. Each stage of malice unlocks a stronger version, and Stage 5 is the max.
  • Malicious Restoration - Poison your target and heal yourself (heals undead). Gain Malice.
  • Mercy - On usable on your Marked target. Clears the mark, your Gaze, and your Malice in exchange for healing (heals undead).
  • Focused Stance - Become immobile and gain range, accuracy, and damage bonuses. Unlocks "Reposition" and "Free Movement". Is removed automatically at the end of combat and has no duration.
  • Quickfire Stance - Become immobile, lose accuracy and damage, but gain significant AP recovery.
  • Smokescreen - Blind nearby enemies and create smoke clouds around you.
  • Shadow Refuge - Create an area that will make allies invisible. Allies who lose invisibility from this skills will be Revealed for one turn and unable to become invisible again while under it's effects.
  • Shadow Meld - Target and yourself become invisible. Clears Marked and Revealed and makes you both immune to them for one turn.
  • Blinding Shadow - Deal magic damage to your target, applying Blind and Slow. Gain Malice.
  • Malice Unleashed - Gain Deadeye's Gaze and Stage 5 Malice, regardless of Scoundrel investment.
Weapon Skills
  • Brutal Aim / Deadly Aim - 1AP skills that reduce resistances and let you gain Malice.
  • Trick Shot - Bounce an arrow between three targets and bleed them. Gain Malice.
  • Cluster Shot - Fire an explosive arrow that burns. Additional arrows explode on up to 3 nearby enemies. Gain Malice.
  • Choking Snipe - Fire a poison arrow. If the target is poisoned, poison and suffocate nearby enemies. Gain Malice.
  • Ensnaring Snipe - Fire a poison arrow. If the target is poisoned or slowed, entangle them as well. Gain Malice.
  • Cloak and Arrow - Leap to a location, dropping arrows on enemies both where you left and where you land. Each arrow has a chance to grant Malice.
  • Infiltrator's Arrow - Deal some damage and go invisible for 1 turn. Gain Malice.
  • Disabling Snipe - Slow target. If they are already Slowed or Bleeding, Cripple your target as well. Gain Malice.
  • Skirmisher Snipe - Cripple target. If they are already Crippled or Slowed, knock them down as well. Gain Malice.
  • Snipe Tendons - Bleed target. If they are already Bleeding, apply Ruptured Tendons as well. Gain Malice.
  • Wrist Snipe - Bleed target. If they are already Bleeding or Blinded, apply Atrophy as well. Gain Malice
  • Head Snipe - Blind target. If they are already Blinded or Suffocating, Apply Mute as well. Gain Malice.
  • Infiltrator Rush - Rush to a locations. Arrows drop on enemies you move through and have a chance to each grant Malice.
  • Shadow Assualt - Flicker between up to three targets and cripple them. Gain Malice.
  • Double Tap - Fire an arrow at up to two targets. Enemies affected by Atrophy, Mute, Knockdown, Entangled or Cripple will take additional piercing damage.
  • Shadow Arc - Leap high into the air and fire arrows with guaranteed high ground advantage at all nearby enemies. Gain Malice.
  • Shadow Storm - Fire arrows into the sky. On the turn cast, and for two more after, 6 of those arrows fall. Each arrow does either Magic or Corrosive damage and will apply a status. If the enemy already has the status that would be applied, they instead take piercing damage. Statuses: Slowed, Blinded, Suffocating, Poison, Burning, Bleeding.

All skillbooks have a unique icon (really just a slightly different colored Huntsman book icon, and can be purchased at all regular scoundrel merchants. Additionally, there is a new vendor named Cleric the Cleric who will sell skillbooks from any of my class mods you've installed! Their locations are listed in the shared resources mod description.

Tips?
- Torturer will be a solid way to ensure poison, burn, entangled and bleed are applied.
- Working with a torturer mage or ranger would enable a Deadeye to ramp up statuses earlier.
- Crafted arrows and grenades are the ideal starting point if you want to save memory slots or a basic skill is on cooldown. They are the intended "openers" for the Deadeye. If using Odinblade's Huntsman Overhaul, Savvy Hunter will make them more potent.
- Both Brutal and Deadly Aim are starter skills. Choose the one (or both) that works with your team and always check class preset ability and talent points.
- The deadeye will function with elemental weapons, as most skills will deal the damage type associated with your weapon (or they deal piercing damage - which does scale like Physical Damage, but ignores armor).
- Two deadeye's can function together quite well. Just keep in mind they cannot build malice without first marking a target, but once malice is gained, they can use Death's Judgement on any marked target, not just the one they've explicitly marked. Malice is also ONLY gained through Deadeye skills.

Credits:
Guild Wars 2 and ArenaNet - for skill and status icons and inspiration
Path of Exile - for the Ranger artwork used in the images above
Larian Discord and Modders - for continued help and assistance
Popular Discussions View All (1)
12
26 Jul, 2022 @ 8:36am
PINNED: Bug Reports and Issues
Cleric
45 Comments
Torchlight 24 Dec, 2023 @ 1:34am 
Go away Guild Wars 2, I am blinded.
RafalTD 3 Jun, 2023 @ 1:24pm 
Got it!. I was able to "fix" this interaction changing how "interesting attributes" works. I just disabled any type of leght modification on buffs/debuffs that it had. It is a nerf to mages, but for the most part there is no diference in between 2 turns of burn and 10 turns if they keep reapling.
Thanks for the explanation!
Cleric  [author] 29 May, 2023 @ 9:44am 
But, if you're curious to know what's happening:

Mark is a challenge status, applies a status to both characters, and other statuses to them when it ends.
The loser is given Gaze End and Malice End to clear Deadeye's Gaze and Malice from the Deadeye if they fail to kill their target.
What AI is doing is removing the challenge status when it's first applied and reapplying it with a new duration based on Magic/Intelligence difference.
When Challenge is removed from the target (the Mage, and regardless of HOW it is removed) it counts that as a loss for the Deadeye.
The loser statuses (Gaze/Malice End) are applied by the target (the Mage) and thus have their durations extended if the Mage has higher Magic (due to AI). These statuses are supposed to have a 0 turn duration.
This is just how Challenge statuses work within the engine and are not something I can touch.
Cleric  [author] 29 May, 2023 @ 9:27am 
I am not really going to be able to put the time in to patch every issue with overhauls, especially for a class mod not using the extender and held together with rubber bands and silly string.

Marking is done with a challenge status, so it's already complicated enough and can cause issues if it's duration is messed with. There are additionally about 9 other status effects that support marking, malice gain, malice end, and gaze end. If you mess with status duration on a global scale, it's not going to end well.

This mod is on a list of things to completely re-do from the ground up with the extender, but I've neither the time nor energy to do that at present. I cannot patch out the issues other mods are causing, I just do not have the resources right now, I'm sorry.
RafalTD 28 May, 2023 @ 10:50am 
Doing some more testing on a brand new game, I could replicate using only 3 mods
Atribute insanity
Cleric shared
Cleric deadeye

My magic - Enemy magic - result
10 - 24 - I recieve 1 turn Gaze's end
14 - 24 - I recieve a bunch of buffs/debuffs for a second and can't build malice (didn't recieve DeadEyes gaze)
24 - 24 - works normaly

Btw, I love how this class plays out. I'm doing a double deadeye lonely wolf run, and it has being amazing, but i'm having trouble with the mages because of this bug. I was going for a arcane archer instead of the two deadeyes, but the arcane archer don't work under the "divinity unleashed" mod.

@Cleric, do you thing it would be hard to patch this out?
RafalTD 28 May, 2023 @ 10:49am 
TLDR:
This mod don't work as indended with atribute insanity. If you want to play both mods, don't aim at the mages

I'm playing this class with attribute insanity and when I try to mark a target that has more magic (new inteligence attribute) than my hunter, I immediatly recieve the "gaze's end" debuff and the "Malice consume" as well.

Doing some test on my main game, I noticed this
My magic - Enemy magic - result
12 - 36 - I recieve 3 turn Gaze's end (more than 21 difference)
18 - 33 - I recieve 1 turn Gaze's end (more than 14 difference)
24 - 33 - I didn't recieve Gaze's end, but didn't recieve the normal gaze as well
34 - 33 - normal (less than 7)
If my magic is higher, nothig weird happens
Cleric  [author] 15 May, 2023 @ 8:49am 
@FUSi0N
I have no idea, I haven't touched the mod since September so it's nothing I've changed. I also haven't even tested or played with it in a long time so I've no idea if this is an issue with the mod itself or an interaction. If I can, I'll try to poke around and see if something is up.

@jin2000_ren
If I understand correctly, you're opening the crafting panel that shows your whole party's inventory on one tab and not all the icons are displayed for all the items? This is a core issue with DOS2 and nothing can fix it. When a UI uses icons from too many atlases, some icon atlases do not load and so some icons will not appear. This will happen with inventories, trader screens and the crafting panel. Since all my icons for ALL my mods are in a single atlas, the only thing I can do is to suggest Laughing Leader's Combined Icon Atlas to help put a small band-aid on the issue.
FUSi0N 15 May, 2023 @ 7:19am 
I'm not sure why (because it was working before) but when I use multiple deadeye skills in one turn, it doesnt increase the level of malice I have, which complicates things because I have like 3 increase difficulty mods on, so that extra damage is lost and I'm falling flat haha
jin2000_ren 12 Nov, 2022 @ 3:41am 
Hello,first of all thank for your mods.When I use this mod,I found a problem:other of your mods works fine for me,but when I use this mod and press H try to make somethings,not use recipes,many items don't show up.Only use your mods and require,maybe a bug?
Cleric  [author] 18 Oct, 2022 @ 12:43pm 
For further clarification, one of the scripts MDX Kimchi has disables various Huntsman skills that are not compatible with their mod, probably due to animation issues.

For the purposes of Deadeye, you should consider all Deadeye skills incompatible with modded weapons.