Divinity: Original Sin 2

Divinity: Original Sin 2

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Assassin - Lethal Dual Dagger Combatant
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Type: Add-on
Game Mode: Story, GM
Tags: Classes, Skills
File Size
Posted
Updated
748.387 KB
5 Jun, 2022 @ 12:58pm
30 Sep, 2022 @ 9:00am
10 Change Notes ( view )

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Assassin - Lethal Dual Dagger Combatant

In 1 collection by Cleric
Cleric's DOS2 Mods
9 items
Description
Introducing the Assassin!
The Assassin focuses on attack skills that require dual wielding daggers, and progress through combos levels to enable more powerful skills and effects. Aside from attack skills, they have access to mutually exclusive stances, including one that allows other weapons to use dual dagger skills. Finally, Assassins bring finesse-based spellcasting to the table, usable by any finesse build to round out the kits of Archers or Spear-users as well.

This mod requires Cleric - Shared Resources

Assassin combos:
The assassin has three attack classes: Lead, Offhand, and Dual Attacks. The attack skills require dual wielded daggers, but Spells do not. When a combo skill is used, the Assassin will gain a status to indicate the combo they are on and skills requiring that combo become available for use. Any combo skill used will apply it’s combo status regardless of what combo you’re at – you can overwrite Offhand and Dual Attack combo statuses if you use a Lead Attack; there are no priorities. Finishers will end a combo entirely.
Additionally, once a character equips two daggers, they will have access to three attack skills that can progress your combo. These skills cost no memory, do 100% weapon damage, but have no benefits compared to regular attack skills. They are for situations where your combo ends or is interrupted and you need to progress it.

Skill List
Since I broke the character limit, the skill list has moved to a discussion here.

Assassin Attacks:
Assassin attacks generally fall within a Lead, Offhand, Dual, Finisher combo category. While most follow the combo rules, some break the order with special conditions. Falling skills can be used on Knocked Down enemies without needing a lead attack, and Repeating Strike is an offhand attack that follows other offhand attacks.

Assassin spells:
Assassins spells use Finesse as their casting attribute, adding options for other Finesse builds like Archers or Spear-users. Some spells contribute or require combo levels. The assassin comes with a suite of spells, both supportive like Death's Retreat and offensive like Toxic Shock. While most deal physical damage, other's might have a magical or poison damage type.

Assassin Stances:
Assassin stances are mutually exclusive and will overwrite one another. Stances require dual wielding daggers for the most part and will not stack with other stances - even from other mods if they are set up the same way. Always experiment with synergy rather than find out in the middle of combat.

Notes:
  • Anytime “conditions” is mentioned, it is referring to Poison, Acid, Entangle, Bleeding, Deep Wound, Cripple, or Knocked Down. It is oversight or a bug if the skills do not reflect this during gameplay.
  • Assassin skillbooks can be located at base game Scoundrel Vendors. 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.
  • A Lotus Burst is a recurring skill effect, and is a finesse spell that detonates at an enemy’s location. The damage will be visible on skill tooltips that mention it.
  • The HasDualDaggers tag is checked by ensuring no other weapon type is being used, and also requires the skill "Flurry" to have been added. Mods that remove Flurry from your skill list will interfere with this tag's application.

Tips for Assassin:
  • Know and balance your combo skills. While many let you cut out lead attacks by capitalizing on status effects on enemies, not having Lead Attacks when you can’t use them severely limits your options.
  • Combo statuses ONLY last 1 turn – as such, being incapacitated will almost certainly end your combo. Taking a whole turn to heal or travel in combat will end your combo. If Assassin doesn’t have a tool you need, be sure to double check Warrior or Scoundrel skills to round out your kit.
  • The Torturer talent is an invaluable tool to ensure Poisons and Bleeds are applied so skills like Black Spider Strike can be used easily. This makes Poisoning- and Bleeding grenades excellent openers in place of other skills, and makes a torturer geomancer or necromancer a wonderful ally to help you skip lead attacks.
  • The Finesse spells are usable by anyone with points in Scoundrel and do not require daggers. Archers and Spear-users could potentially make good use of them. Spear-users and single-dagger users also can use Way of the Master to gain access to combo skills they’d otherwise be unable to use, opening up much of the Assassin’s kit to them temporarily.

    Credits:
    Thanks to TheHail for Icon borders. Credits to ArenaNet for skill icons, and Lorc on game-icons(.)net for additional icons.
    Thanks to the Larian discord & modding community for continued assistance, as well as Larian and ArenaNet for their games.
Popular Discussions View All (2)
25
27 Apr, 2023 @ 6:09pm
PINNED: Known Issues, Bug Reports, and Upcoming Updates
Cleric
2
1 Aug, 2022 @ 10:20pm
PINNED: Skill List
Cleric
46 Comments
Uthkar 8 Aug, 2024 @ 8:08pm 
Hello Cleric, I don't know if you still do work on this mod, I'm liking it a lot, but I feel like the stances so far leave a little to be desired.
To explain: The first stance I got was pretty cool to me, "Dash" increased my movement speed. But it takes 1ap and lasts only three turns, and I almost always feel like I should just use the default rogue gap closer of Backlash instead as it does damage and gives me the little movement burst I need. More importantly than this, the stance is almost immediately outclassed by another assassin move, "Deadly Haste", which gives movement speed and an extra AP point, which is huge.
I feel like the solution would be to make stances either last permanently, until you activate another one, or to make them cost 0 AP and put all stance moves on cooldown at the same time. I don't have any idea how to mod, so I'm hoping you like my suggestion and are still willing to do more updates to the mod.
Cleric  [author] 16 Apr, 2023 @ 1:09pm 
It's very much an adaptation of many GW1 skills.
Solissa 16 Apr, 2023 @ 5:35am 
Hey Cleric, thanks for making this! I noticed the icons look familiar to the Guild Wars(first one) assassin, is there perhaps some cheeky overlap? ;)
Cleric  [author] 13 Feb, 2023 @ 7:44am 
Yes, all stances in this mod last only 3 turns.
Oblivion 13 Feb, 2023 @ 6:01am 
I had a question, is the stance "Way of the assassin" supposed to "only" last 3 turns? Because when reading the description I kinda assumed it would be active all the time UNTIL I stop dual wielding.
Cleric  [author] 9 Nov, 2022 @ 8:11am 
This mod does not come with class presets, though a selection of skills are available at character creation with one point of Scoundrel. Be reminded that you MUST have 2 daggers to use weapon skills.
Jbecl Sleeper 8 Nov, 2022 @ 8:36pm 
Why enemy can use?
► 𝓠𝓾𝓮𝓴𝓮𝓽𝓱 ◄ 24 Oct, 2022 @ 2:06am 
Thx for clarifying! appreciate it. Will have to do some testing then ;)
Cleric  [author] 23 Oct, 2022 @ 3:59pm 
@► 𝓠𝓾𝓮𝓴𝓮𝓽𝓱 ◄
Unfortunately red text is not granular: if you are missing one requirement, all requirements show in red text. If you did not perform an offhand attack and have the offhand attack status, then you get both requirement red texts. If you perform an offhand attack and have the status, and that skill is STILL disabled, then it's an issue. Otherwise it's intentional.
► 𝓠𝓾𝓮𝓴𝓮𝓽𝓱 ◄ 21 Oct, 2022 @ 11:11am 
Same issues as others, apparently. I can't get the dual dagger thing:
https://i.imgur.com/e4wYTWc.jpeg