seeking feedback for my shooter builds

Masked_Katz

Gnarly Eddy's Boyfriend
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I've been focusing on gear a lot more these past few seasons, slowly experimenting and tweaking them as we go. I think it's about time to make more tweaks, but I thought about getting feedback from you guys as well, just to get some fresh perspectives. I'm looking for suggestions to fill the empty (question mark) abilities below - I'm more confident in the choices I've made with the rest of the builds, but all feedback is welcome and appreciated! If you have any questions, feel free to let me know and I'll get back to you.

Some potentially helpful notes:
  • I play Jr. very aggressively and it works; my build relies on Ink Saver (Sub) and Comeback to get double bomb and stay on pace.
  • I find that I play around the Splattershot and Sploosh's specials a lot, though I'm unsure how much abilities I should use for that.
  • I'm the least knowledgeable about the .96 (it's the only midline I play) but I don't think it's as gear dependant as the others.
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SAMICOM

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I've been focusing on gear a lot more these past few seasons, slowly experimenting and tweaking them as we go. I think it's about time to make more tweaks, but I thought about getting feedback from you guys as well, just to get some fresh perspectives. I'm looking for suggestions to fill the empty (question mark) abilities below - I'm more confident in the choices I've made with the rest of the builds, but all feedback is welcome and appreciated! If you have any questions, feel free to let me know and I'll get back to you.

Some potentially helpful notes:
  • I play Jr. very aggressively and it works; my build relies on Ink Saver (Sub) and Comeback to get double bomb and stay on pace.
  • I find that I play around the Splattershot and Sploosh's specials a lot, though I'm unsure how much abilities I should use for that.
  • I'm the least knowledgeable about the .96 (it's the only midline I play) but I don't think it's as gear dependant as the others.
View attachment 13346
Don't let OPT see this
 

DzNutsKong

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For Jr., I'm wondering if the last two subs could go to Special Charge Up, both could go to Swim Speed Up or maybe one Swim Speed Up and one Ink Recovery Up. Special Charge Up and Swim Speed up are just very strong abilities in general, I'd imagine Jr. to be flexible with gear and one sub of Ink Recovery Up can be nice for players or weapons that use bomb spam a lot. For Splattershot I'd have a similar idea, except I think three subs of Intensify Action is what's standard for that weapon (not sure).

For Sploosh, why not try Ninja Squid and putting that main's worth of Swim Speed Up into your hat's subs? Unfortunately requires you get a boatload of Swim Speed chunks but Ninja Squid + 6 subs of Swim Speed is totally enough. Still can't think of anything else though.
 

OnePotWonder

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I would recommend one sub of Sub Resistance Up on your Sploosh-o-matic build. The ability helps a lot to nullify location effects that shut down the weapon's stealthy playstyle. I would also consider it for Splattershot if you can't find any other particularly worthwhile abilities.
 

C-53

Senior Squid
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I second one sub of sub resistance on sploosh because location effects hurt your sharking, diving, and generally trying to be as unpredictable as possible.

I also recommend it one sub of sub resistance on .96 for almost opposite reasons - lower mobility and being an easier target for bomb spammers that cannot engage you with their main when you properly space them out.
 

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