Hey guys, it's a Naga Hyde Winpipe from Agony Gaming. Today I'm going to talk to you a little bit about the Dual Pistol Lixer build for your engineer. The Dual Pistol Lixer build matches my PvE damage capabilities for high DPS through an awesome mix of conditions provided. By the Dual Pistol skills in the elixir buffs for burst DPS, there's even a little support built in for group and dungeon situations. First we'll look at the trait line allocations. Starting from the top left we spent 10 points on explosives. That increases power by 100 and increases condition duration by 10%. At the 5 point spot we have a base of powder cake which creates bomb when you dodge. And at the 10 point spot we've chosen a Cintyary powder for 33% chance to cause burning for 2 seconds on a critical hit. For having so few points in the trait line, this one's pretty important to this build. This combined with the explosive shot skill and the coated bullets trade have the ability to make a ton of 3 digit numbers flab a large group of bombs. Explosive shot explodes on impact and causes bleeding. The explosion affects mob surrounding your target. The coated bullets pierces targets in a straight line. Each shot in your initial shot passes through a mob from coated bullets that explodes from an explosive shot. So if you have 3 mobs hit and pierced from your initial explosive shot, there's a 33% chance on each of those shots for 2 second burn and each of those times it strikes you get the explosive effect. That's your auto attack. An instant no cooldown target based AoE shot with 2 condition damage effects. That's pretty badass right? It is. The only limiting factor on the double duration is the burning condition damage can only trigger once every 3 seconds. With other traits and skills from this build, with proper armor, there's no noticeable no noticeable downtime. We've taken a full 30 points in firearms that automatically increases precision by 300 and increases condition damage by 300. The 515 and 25 point traits give us a sharp shooter, which is a 30% chance to cause bleeding for 3 seconds on crits, target the weak, which is 10% increased critical hit chance against foes with less than 50% health, and target the maimed, which is 5% increased damage it gives bleeding foes. I differ from the cookie cutter version on this slightly, where the build calls for Roman numerals 4, 6, and 12. I normally use 6, 7, and 12, and here's why. Four improves the range of your pistols, which I really don't seem to have a problem with in fights normally. Except things like the second half of a draw mag where the range seems to be just out of that of the pistols. I have to stand in the dead zone to hit. 7 is an increase to your burn duration by 20%. This helps to negate that 1 second and downtime between your unbuffed 2 second burn and 3 second limit. Until I'm running 506 nightmare runes, I'll forego the extra range for the most part. As for the other Romanerable traits, 6 is 20% faster pistol skills, recharge, and 12 is coated bullets, which we've discussed already because it's pistol shots to go through target into the mobs directly behind it and in line with the initial target. The final trait line we've taken is out of me, and again we've taken all 30 points, which increases vitality by 300 and boom duration by 30%. The 515 and 25 point traits give us, hidden flash to automatically drink and elixir be at 75% health, transmute, which gives us an 8% chance to change incoming conditions to boons, and energy conversion matrix, which deals 1% extra damage for each boon on us. This line is obviously where the support and survivability are. The traits themselves don't impact your DPS output, but the buffs they give your elixirs do. The Roman numerals used here are 2 fast-acting elixirs, recharge the elixir's 20% faster, 8 potent elixirs increase the duration of your elixirs by 20%, and 11 HGH, which gives all elixirs 20 seconds of might. The main actions, the 1-3-5 actions on this build, are explosive shot, which is your auto shot, fire a shot that explodes on impact, leaving nearby foes. Number 2 is poison dart-voling, which is a fire of volley of darts that poison foes. So, it's got a poison duration effect on it. Number 3 is static shot, which is discharged a lightning shot that bounces between multiple foes, blinding and confusing them. So there's a 3 and a quarter second blind, and a 3 and a quarter seconds of confusion on that shot. Number 4 is blow torch, which has a burn effect, at 200 yards for 2 and a quarter seconds, it's 3000 damage, and then at 600 yards for 2 and a quarter seconds it's 1000 damage. Number 5 is blue shot, which is a ground effect, cripple, it reduces movement speed by 50%. Let's go through the 6-10 skills on our action bar. First I use elixir h, which heals yourself and gains protection regen or swiftness randomly. Then I use elixir b, gain fury, might, retaliation and swiftness, elixir u, gain quickness and random skill from another profession, elixir c converts all conditions to random boons, and I use supply crate, which has a flame thrower turret, heal turret and a net gun turret, and some bandages, it also stuns when dropped for a couple of seconds of control. As for the function key skills, they all complement the pistol skills very well, and allow for some support. On f1, we have toss elixir h, which randomly grants protection, swiftness or reach into elixir in the targeted area. Toss elixir b, which grants fury, might, retaliation or swiftness to elixir in targeted area. Toss elixir u, which causes a random spell wall that you and your party can fire through for extra conditions and damage, and Toss elixir c, which converts one condition to a random boon in the target area. Alright, that's all I've got for you right now. Tonight's music was, length and wrecked, synoside by halogen. If you'd like any more information, stop at agonigaming.net and have a good one.