Defense up is so bad on a weapon with low fire-rate. even if you do survive a hit they can get two more out in the time it takes you to get one. With 4 damage up subs you still 2-hit anybody with 2 mains of defense, if anybody has more than that just abuse wall and dance around them with your superior movement because they wasted all their slots on defense.
Also a lot of people like ink management abilities on this weapon, however I think it doesn't really need them, learn to manage your ink yourself and benefit from the movement. If you can find a way to get ink recovery on a hat w/ run speed then by all means use it, Ink recovery certainly isn't bad.
The setup I use for .52 is:
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This works really well for me actually. you might swap one of the run speed mains for swim speed if you like swimming better, or you die more often as swim speed helps you get back in.
I usually like coldblooded, but your such a powerhouse as a .52 that I feel like you don't exactly need it. abuse wall and stay out of sniper sight until the ten seconds are up and you should be good.
As for the Luna,
A lot of people like to really stack damage up, I don't really agree with this. Coming from the RB who really needs damage up, I feel like the other blasters don't need more than one main or four subs. I say this because all damage up will do for you is counter defense up and increase your ohko AoE. but since the blast range is small enough to begin with, your AoE range won't really change that much, especially with diminishing returns.
What would probably work better is stuff for movement, or respawn since this weapon will die a lot.
Probably swim speed over run speed bc you shouldn't really be running w/ this weapon, also swim speed will further increase the pseudo-range of your jump shots. [ and the speed you can squidtrot :) ] I would wear something like this:
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if you like zooka
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Alternatively you could use a build more reliant on zooka:
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Or if you REALLY like zooka:
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