The whip would be a new utility sword that focuses on range and support rather than damage. It would have a two hit combo, and damage identical to the cutter line without the ghost hit. It would charge in similar time to the brandishes.
Hit one: A long range slap that hits a single enemy, stunning it 100% of the time for minor stun.
Hit two: A spin followed by a long range grab, that flinches the mob greatly and pulls the mob towards the player if applicable. Optionally, it would also pull the player towards the mob if that mob cannot move proportional to the weight of the player and that mob. I.E. Turrets would involve the player being pulled up, lumbers would move slightly and the player would jump towards them, slags would come flying to you.
(No recoil after attacking)
Charge: A long range area slap that always deals minor stun, and knocks enemies into the center of where the charge hits.
Rather than a perfect stun chance why not make it so that each swing deals three hits (no invincitics) give each of these a 20-25% chance of stun. Since these hits happen at the same time (or at least as close together as a blitz charge) the flinch chance would be nice.
It seems like a backwards troika that instead of pushing it pulls. Looks like fun (and dangerous to use) but in order to keep lower level players from getting their hands on one make the recipes start at 3star (like vortexes an equally dangerous line).
That perfect Stun would be OP in LD where ASI would make this into a horribly unbalanced weapon.
____________________________________________________________________________________
Question:
Is the first swing linear or an arc?
Does the second hit things behind them with that swing?
Is the second affected by shocked/froze enemies? (if it does, will freeze broken before the pull or after?)
No recoil? Recoil as in magnus recoil or "reload speed"?
Charge seems like a the equivalent of a ranged vortex bomb with no knockback explosion, correct?
Damage type?