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Ferengi Energy Whip
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Ferengi Energy Whip
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{{coloricon|Ferengi Energy Whip||very rare}} {{/Info}} 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! '''{{color|#7EFBF9|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. ==Obtaining== The '''{{PAGENAME}}''' is a [[Ground Weapon]] obtained from the [[Lobi Crystal Consortium]] for 50 {{LC}} [[Lobi Crystal]]s. ==Modifiers== There are seven factors that can affect personal weapons. These are [[Modifiers|Modifier suffixes]], spent [[skill|Player Skill Points]], [[Personal Equipment]], and [[Set|Equipment Sets]]. ===Modifier Suffix=== {{PAGENAME}} does not come with modifiers suffixes, as other {{very rare}} weapons normally do. '''Ultra Rare Modifier:''' Once upgraded to {{ultra rare}}, {{PAGENAME}} will receive: * [[Modifiers|[CrtH]]]: +2% Critical Chance '''Epic Modifier:''' All ground weapons upgraded to {{epic}} quality receive: * [[Modifiers|[Dm/CrH]]]: +2% Critical Chance, +X Damage ===Personal Equipment=== {| class="wikitable componenttable" |- ! colspan="4" | [[Personal equipment|Personal Equipment]] |- ! Icon ! Equipment ! Effects ! Melee/Ranged |- | {{iconlink|Energy Harness Armor|40px}} || <small>[[Energy Harness Armor]]</small> || +5% All Energy Damage || Ranged |- | {{iconlink|Recoil Compensating Armor|40px}} || <small>[[Recoil Compensating Armor]]</small> || +40% Critical Severity || Both |- | {{iconlink|Integrated Targeting Armor|40px}} || <small>[[Integrated Targeting Armor]]</small> || +5% Critical Chance || Both |- | {{iconlink|Physical Augmentation Armor|40px}} || <small>[[Physical Augmentation Armor]]</small> || +10% Physical Damage strength || Melee |- | {{coloricon|Personal Shield||common|40px}} || <small>[[Personal Shield]] + [Ene] Suffix</small> || Chance to provide a 10% Energy Damage Buff for 4 sec when you take damage. || Ranged |- | [[File:Small_Power_Cell_icon.png|40px|link=Small Power Cell]] || <small>Power Cell<br>[[Small Power Cell|Small]] - [[Medium Power Cell|Medium]] - [[Large Power Cell|Large]]</small> || Small - +15 All Energy Damage for 15 secs<br>Medium - +20 All Energy Damage for 15 secs<br>Large - +25 All Energy Damage for 15 secs<br>''Consumed on use.'' || Ranged |- |} ==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). *Unlike most melee weapons, the Energy Whip will not attack without a target selected. This will prevent the player becoming locked into an attack animation when trying to move around a map while the weapon's attacks are set to autofire. ==External link== {{MA Link|Energy whip}} {{Ground weapon nav}} [[Category:Electrical Weapons]] [[Category:Stun Pistols]] [[Category:Expose Weapons]] [[Category:Special Weapons]] [[Category:Ferengi]]
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