Dual Pistols, aside from being incredibly badkitten, could be used to unique effect on an Elementalist. In my concept, I have made them a 600-range burst damage weapon with high offensive mobility, best suited to glass Eles.
They carry a unique mechanic in which each pistol can individually channel spells – allowing you to channel two spells at once! This works by disabling the spells associated with that pistol, but not those of your other weapon.
Pros
High burst.
High offensive mobility.
Very high power scaling – excellent for those going with any Power primary set, but especially Berserker Eles.
Strong cc and offensive utility.
Skills are reliable and easy to land.
Cons
Relatively close range – 600.
Low base power – poorly suited for Bunker Eles except for those speccing condition damage.
High cooldowns and low dps from 1-slot skills make the weapon poorly suited for long fights.
Low defensive utility and no boon access without traits.
Poor escape, due to the foe-targeting requirement on all mobility skills.
Trait
Attuned Pistols
While wielding pistols, every 5th shot grants you might.
Fire Attunement
1 Slot (MH) – Hot Lead
Fire a heated bullet that deals low damage and burns the target briefly. Good rate of fire.
Range – 600.
2 Slot (MH) – Explosive Round
Fire an explosive round at your foe, hitting them and foes near them for high damage.
Range – 600.
Cooldown – 10 seconds
3 Slot (MH) – Vulcan
Disables your other main-hand skills for the duration of this skill, which constitutes a channel. Off-hand skills can be used during this duration. Fire off bullets in a cone several times. The closer foes are, the more bullets that will strike them. Scales exceptionally well with power. Can be interrupted, just like regular channels.
Range – 600
Duration – 2 seconds
Cooldown – 15-20 seconds
4 Slot (OH) – Blackpowder Bullet
Places a debuff on the foe that triggers the next time they are burned, dealing high damage to them and other foes, also knocking the other foes away from your target. Debuff lasts 10 seconds.
Range – 600.
Cooldown – 30 seconds.
5 Slot (OH) – Intense Heat
Effectively a foe-targeted aura, this places a debuff on the foe that damages them and other foes near them each second. This triggers aura-traits, giving them to YOUR allies if they are within range of that foe – this does include aura share, which hurts foes around your allies (but not the allies themselves).
Range – 600
Cooldown – 45 seconds
Water Attunement
1 Slot (MH) – Chilling Shot
Deal low damage to your target and chill them for half of a second.
Range – 600
2 Slot (MH) – Ice Shell
Shoot your target with a powerful ice bullet that freezes them in place for 1 second and deals considerable damage to them.
Range – 600
Cooldown – 15 seconds.
3 Slot (MH) – Water Slide
Disables your other main-hand skills for the duration and constitutes a channel. You can use your off-hand skills while performing this skill. Slide forward on a wave of water, healing allies you pass through, while you continually shoot your target for the duration for considerable damage. Requires a target foe. Can be interrupted, just like regular channels.
Range – 600 (attack portion), Leap distance is based on how long you channel – you travel about 450 units per second.
Duration – 2 seconds
Cooldown – 30 seconds
Slot 4 (OH) – Tsunami Shell
Send out a bullet that spouts water in all directions as it flies, healing allies it passes near until it strikes a foe for high damage.
Range – 600
Cooldown – 45 seconds
_Slot 5 (OH) – Sub-zero Shell
Shoot your target with a bullet that debuffs them for 3 seconds. Each second, they take damage and are chilled for one second. At the end of the duration, the bullet explodes, dealing high area damage and another 2 second chill to the foe and foes around them.
Range – 600
Cooldown – 60 seconds