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Ferengi Energy Whip

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Ferengi Energy Whip
Rare Ground Weapon
Bind On Pickup
 
Values do not reflect skills or other modifiers

Electrical Shock

Elctrical Damage

88 Electrical Damage (88 DPS)
3% chance: Knocks back +10 meters
3% chance: +2 Stun for 6 sec
Stunning Current
Expose Attack

Stuns Target

45 Electrical Damage (5 DPS)
-50% Runspeed for 6 sec
+2 Stun for 6 sec
2.5% chance: +2 Stun
3% chance: Knocks back +10 meters
3% chance: +2 Stun for 6 sec
Value: 50 Lobi Crystal icon.png
Ferengi Energy Whip icon.png
Rare icon.png

Crack! Zap! There's nothing like an Energy Whip for a true Ferengi.

Energy whips fell out of favor in the 24th century after the disasterous 4-D remastering of Maurauder Mo's Menace, a bomb which will go down in history as the biggest entertainment-related financial disaster in a century. Now a new generation of Ferengi are returning to the profiteering ways of their ancestors, and with that comes this classic replica of the whip used by Ferengi maurauders and explorers for over 400 years. Capable of delivering a ranged electrical discharge with a small chance to stun a target or knock them back, with a secondary attack of an electrical pulse designed to stun the target, the energy whip will snap into action at the slightest touch. Keep your profits safe and your enemies at range!

Electrical ground weapons have a chance to knock a target back and a chance to stun targets.

This weapon levels with the player. Values given are for a player at level 50.


Contents

[edit] Obtaining

The Ferengi Energy Whip is a Ground Weapon obtained from the Lobi Crystal Consortium for 50 Lobi Crystal icon.png Lobi Crystals.


[edit] Modifiers

There are seven factors that can affect personal weapons. These are Modifier suffixes, spent Player Skill Points, Personal Equipment, and Equipment Sets.

[edit] Modifier Suffix

Ferengi Energy Whips do not come with modifiers suffixes, as other weapons normally do, as they are already an Rare item.

[edit] Skills

Player Skills
Skill Rank Effects Melee/Ranged
Weapon Proficiency
Rank Starfleet Lt.png Rank Klingon Lt.png
Lieutenant
Improves ranged ground weapon damage.
Does not improve secondary effects.
Does not improve melee ground weapons or unarmed combat.
Ranged
Combat Specialist
Rank Starfleet LtCom.png Rank Klingon LtCom.png
Lieutenant Commander
Tactical Officers Only
Improves ground weapons, melee damage and criticals. Both

[edit] Personal Equipment

Personal Equipment
Icon Equipment Effects Melee/Ranged
Energy Harness Armor icon.png Energy Harness Armor +5% All Energy Damage Ranged
Recoil Compensating Armor icon.png Recoil Compensating Armor +40% Critical Severity Both
Integrated Targeting Armor icon.png Integrated Targeting Armor +5% Critical Chance Both
Physical Augmentation Armor icon.png Physical Augmentation Armor +10% Physical Damage strength Melee
Personal Shield icon.png
Common icon.png
Personal Shield + [Ene] Suffix Chance to provide a 10% Energy Damage Buff for 4 sec when you take damage. Ranged
Small Power Cell icon.png Power Cell
Small - Medium - Large
Small - +15 All Energy Damage for 15 secs
Medium - +20 All Energy Damage for 15 secs
Large - +25 All Energy Damage for 15 secs
Consumed on use.
Ranged

[edit] Notes

  • The Borg will still adapt to the energy whip making this weapon's primary fire ineffective. However, it typically takes 6-8 hits for this to happen (longer than most other energy weapons), and they do not become immune to the secondary fire's stun after adaption, meaning that you can stun them before you remodulate (since the stun's duration is roughly equivalent to the time it takes for a standard Frequency Remodulator to remodulate your weapons).

[edit] External link


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