Premium Improved Stun-Baton
GMI Average Pricing
Requirements: | |||
---|---|---|---|
To Equip | User | 1h Blunt | >= 829 and |
User | Melee energy | >= 553 and | |
User | Fast attack | >= 461 and | |
User | Brawl | >= 553 and | |
User | Dimach | >= 185 |
Damage:
20-280 (240) - Energy AC
Attack Time:
1.52 seconds
Recharge Time:
1.52 seconds
Melee Init.:
Init needed for min time: ~--
Agg/Def Bar:
What is this??
What is this??
Equip Delay:
1.5 seconds
Initiative:
Melee Init.
Location/Slot:
Right hand, Left hand
Range:
2m
Dual Wield:
Multi melee 786
MBS/Attack Cap:
1200
Special(s):
Fast attack, Brawl, Dimach
Fast Attack Caps
1833 (6s)
Defense Skills
Evade close
|
100%
Modifier: | |||
---|---|---|---|
On Equip | User | Modify | Energy AC | 140 |
GMI Average Pricing
HUD1
HUD2
HUD3
UTIL1
UTIL2
UTIL3
RHAND
BELT
LHAND
NCU1
NCU2
NCU3
NCU4
NCU5
NCU6
Description
A nice close combat weapon. Without using any force, the baton kicks like a Drunk Gofle. Discharging a large dose of electrical energy, this weapon has a great penetration value. It sounds good in theory, but in effect the baton does very rarely stun the opponent. A 'stun' is not a predictable effect using normal, electrical energy. The improved version uses less power, but adds the power more evenly.
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