Dual Pistols

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Overview

Dual Pistols is a primary power set for Blasters and Corruptors, and a secondary power set for Defenders.

You're a master of akimbo pistols, wielding a high caliber firearm in each hand. Your attacks primarily deal lethal damage and you have a wide variety of attacks, however your strength lies within your ability to use your "Swap Ammo" power to change out your ammo mid-battle. Doing so can change your secondary damage type and effects making you an incredibly versatile ranged combatant.

The Dual Pistols power set lets Heroes, Villains, and Praetorians alike wield two pistols to powerful and versatile effect. The power set brings to bear a wide variety of debuffs and damage types to adapt to many tactical situations. Dual Pistols is designed to be a primary power choice for Blasters and Corruptors, and a secondary choice for Defenders. Maelstrom, one of the signature characters from City of Heroes Going Rogue™, uses this highly requested power set.

What distinguishes the Dual Pistols power set is its ability to modify its secondary damage and effect. The majority of damage inflicted by Dual Pistols powers is lethal, and the remaining secondary damage type can be modified. By selecting the Swap Ammo power, a player can change secondary damage from cold to fire or even toxic at the click of a button. Swap Ammo also applies -Resistance, -Damage, and -Speed debuffs as secondary effects of the ammo type, as well as some crowd control capability through Hold and Knockdown effects. Versatility can be quite powerful as a power set trait, so this set is balanced through its slightly weaker secondary effects.

Possible Dual Pistols Weapon Customizations.

A valid Going Rogue code is required for access to this powerset.

Power Table

The Dual Pistols powerset is available as a primary set for Blasters and Corruptors, or as a secondary set for Defenders. The following table shows which powers are available and at what level:

Power Level as Primary Level as Secondary Effect
Pistols 1 1 Ranged, Minor DMG(Lethal/Special)
Dual Wield 1 2 Ranged, Moderate DMG(Lethal/Special), Foe Knockback/Special
Empty Clips 2 4 Ranged (Cone), Moderate DMG(Lethal/Special), Knockback/Special
Swap Ammo 6 10 Change Secondary Damage/Effects
Bullet Rain 8 16 Ranged (Targeted AoE), Moderate DMG(Lethal/Special), Knockback/Special
Suppressive Fire 12 20 Ranged, Minor DMG(Lethal/Special), Foe Disorient/Special
Executioner's Shot 18 28 Close, High DMG(Lethal/Special), Foe Knockback/Special
Piercing Rounds 26 35 Narrow Ranged (Cone), High DMG(Lethal/Special), Foes -Res(All)/Special
Hail of Bullets 32 38 PBAoE, Superior DMG(Lethal/Special), Foe Knockback/Special

Powers

The following are powers in the Dual Pistols powerset.

DualPistols BulletRain.png Bullet Rain

You fire your pistols faster than the human eye can follow, causing your bullet trajectory to arc, dealing moderate Lethal damage and possibly knocking your foes back. NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Knockback to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.

Damage Moderate (Lethal/Special)
Recharge Slow
Minimum Level Archetypeicon blaster.png 8 (Blaster)
V archetypeicon corruptor.png 8 (Corruptor)
Archetypeicon defender.png 16 (Defender)
Effects Ranged (Targeted AoE)
Knockback/Special
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Enhance Range
Increase Attack Rate
Enhance Slow
Set Categories Ranged AoE Damage
Slow Movement
Knockback

DualPistols DualWield.png Dual Wield

Dual Wield fires both pistols in rapid succession at its desired target. This power is slower than Pistols, but deals more damage, and the target may get knocked down by the force of the impact. NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Knockback to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.

Damage Moderate (Lethal/Special)
Recharge Fast
Minimum Level Archetypeicon blaster.png 1 (Blaster)
V archetypeicon corruptor.png 1 (Corruptor)
Archetypeicon defender.png 2 (Defender)
Effects Ranged
Knockback/Special
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Enhance Range
Increase Attack Rate
Enhance Slow
Set Categories Ranged Damage
Slow Movement
Knockback

DualPistols EmptyClips.png Empty Clips

You empty the clips of both your pistols in an arc of suppression fire. This attack can blast multiple foes in the affected cone area, and has a small chance of knocking some foes down. NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Knockback to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.

Damage Moderate(Lethal/Special)
Recharge Moderate
Minimum Level Archetypeicon blaster.png 4 (Blaster)
V archetypeicon corruptor.png 4 (Corruptor)
Archetypeicon defender.png 8 (Defender)
Effects Ranged (Cone)
-Defense
Knockback/Special
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Enhance Range
Increase Attack Rate
Enhance Slow
Set Categories Ranged AoE Damage
Slow Movement
Knockback
Defense Debuff
Accurate Defense Debuff

DualPistols ExecutionersShot.png Executioner's Shot

Executioner's Shot is a deadly close range attack. Foes struck by this attack will suffer lethal damage and will likely be knocked back by the impact of this attack. NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Knockback to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.

Damage High(Lethal/Special)
Recharge Slow
Minimum Level Archetypeicon blaster.png 18 (Blaster)
V archetypeicon corruptor.png 18 (Corruptor)
Archetypeicon defender.png 28 (Defender)
Effects Ranged
Knockback/Special
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Enhance Range
Increase Attack Rate
Enhance Slow
Set Categories Ranged Damage
Slow Movement
Knockback

DualPistols HailofBullets.png Hail of Bullets

You fire a hail of bullets at all enemies around you dealing Extreme lethal damage. Enemies that are struck have a chance to be knocked down. Having Standard Rounds will dramatically increase this chance to knock down your foes. NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from a guaranteed knockback effect to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.

Damage Superior(Lethal/Special)
Recharge Very Long
Minimum Level Archetypeicon blaster.png 32 (Blaster)
V archetypeicon corruptor.png 32 (Corruptor)
Archetypeicon defender.png 38 (Defender)
Effects Point Blank Area of Effect
Knockback/Special
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Increase Attack Rate
Enhance Slow
Set Categories Melee AoE Damage
Slow Movement
Knockback

DualPistols PiercingRounds.png Piercing Rounds

You fire your pistols with deadly precision in a very narrow cone, piercing your enemy. Piercing Rounds deals High lethal damage and reduces targets' Damage Resistance for a short time. NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from a resistance debuff to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.

Damage High(Lethal/Special)
Recharge Long
Minimum Level Archetypeicon blaster.png 26 (Blaster)
V archetypeicon corruptor.png 26 (Corruptor)
Archetypeicon defender.png 35 (Defender)
Effects Ranged (Cone)
-Resistance(All)/Special
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Enhance Slow
Set Categories Ranged AoE Damage
Slow Movement

DualPistols Pistols.png Pistols

Quickly fires a round from one of your heavy automatic pistols. Damage is average, but the fire rate is very fast. NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic.

Damage Minor(Lethal/Special)
Recharge Very Fast
Minimum Level Archetypeicon blaster.png 1 (Blaster)
V archetypeicon corruptor.png 1 (Corruptor)
Archetypeicon defender.png 1 (Defender)
Effects Ranged
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Set Categories Ranged Damage
Defense Debuff
Accurate Defense Debuff

DualPistols SuppressiveFire.png Suppressive Fire

Suppressive Fire allows the user to quickly stun their target for a short time and deal a very minor amount of Lethal damage. NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Disorient effect to a Hold effect if 'Cryo Ammo', 'Incendiary Ammo' or 'Chemical Rounds' are loaded.

Damage Minor(Lethal/Special)
Recharge Moderate
Minimum Level Archetypeicon blaster.png 12 (Blaster)
V archetypeicon corruptor.png 12 (Corruptor)
Archetypeicon defender.png 20 (Defender)
Effects Ranged
Foe Disorient/Special
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Hold Duration
Enhance Range
Increase Attack Rate
Enhance Disorient Duration
Set Categories Ranged Damage
Holds
Stuns

DualPistols SwapAmmo.png Swap Ammo

By purchasing this power, you will be granted the Cryo Ammunition, Incendiary Ammunition and Chemical Ammunition toggles. Activating these toggles will change your secondary damage type on most Dual Pistols attacks from lethal (Standard Rounds) to cold (Cryo Rounds), fire (Incendiary Rounds) or toxic (Chemical Rounds). These toggles are mutually exclusive and only one can be active at a time. If no Swap Ammo toggles are active, the player will revert to Standard Ammunition. Different ammo types also have different secondary effects. Examine your Dual Pistols powers for more information.

Minimum Level Archetypeicon blaster.png 6 (Blaster)
V archetypeicon corruptor.png 6 (Corruptor)
Archetypeicon defender.png 10 (Defender)
Effects Change Secondary Damage/Effects
Enhancements None

Ammunition Types

Power
Standard Ammunition

100% lethal damage, chance for knockback

Colloquially, Standard or Lethal Rounds. Consists of 100% lethal damage, a knockback secondary effect, and Suppressive Fire is a stun. Standard Rounds are used if no Swap Ammo toggle is in effect.

Power
Cryo Ammunition

70% lethal, 30% cold, slows

Colloquially, Ice or Cold Rounds. Changes 30% of the total damage to cold damage, changes the knockback secondary effect into a slow secondary effect, and changes Suppresive Fire from a stun into a hold. Ice Rounds are used if the Cryo Ammunition toggle is in effect.

Power
Incendiary Ammunition

70% lethal, 30% fire, damage over time

Colloquially, Fire Rounds. Changes 30% of the total damage to fire damage, changes the knockback secondary effect into additional DoT fire damage, and changes Suppressive Fire from a stun into a hold. Fire Rounds are used if the Incendiary Ammunition toggle is in effect.

Power
Chemical Ammunition

70% lethal, 30% toxic, damage debuff

Colloquially, Chem or Toxic Rounds. Changes 30% of the total damage to toxic damage, changes the knockback secondary effect into a damage debuff, and changes Suppressive Fire from a stun into a hold. Toxic Rounds are used if the Chemical Ammunition toggle is in effect.

Historical

This section contains information about changes that took place in Homecoming: City of Heroes/Villains. It is provided for historical purposes.

  • Dual Pistols was added to the game on March 2, 2010, for those players who prepurchased Going Rogue.
  • Dual Pistols was officially released with the launch of Going Rogue on August 17, 2010.

External Links