Yes, create an extra joint/null attached to your hierachy. In game you can use script to parent a particle system to it and zero the transform/rotation so it moves exactly with your attach point.
Or use an empty game object in Unity and drag it into the hierarchy. Place it where you need it, and spawn the particle system at it’s location.
I prefer this method to an extra joint in the hierarchy from the DCC app. I haven’t tested it in Unity, but some engines will drop joints that don’t have any verts weighted to them, especially when they are at the end of a chain.
The other benefit to this method is you can control the orientation of the empty game object in Unity, easier than a joint from Maya (rotation order etc.)
Unity/FBX leaves the joints untouched, I use unweighted bones as weapon attach points in my game.
But yeah, setting them up in Unity works too and is really flexable for adding attach points as you need them, although you lose the ability to animate them along with the rest of the model. Personal preference really