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Frosted_Cat

Minotaur commander build and modules ?

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39
[DERRO]
Member
42 posts
9,382 battles

Hey there. I've recently acquired the Minotaur, and i'm about to get Cunningham for her. But i don't know which skill and module to take. The spreadsheet that Yuzorah provided does seem a bit weird to me, since it recommends putting radar module in the 2nd slot. Could you recommend me your Minotaur build ? Both the smoke and radar variants are great, but right now i just need the smoke one, since playing radar Minotaur is suicidal for me.

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Member
1,284 posts
19,377 battles

Depends how you intend using Mino.

- co-op build pure dakka dakka - focus on maximum damage output from the guns (and smoke to hide in).

- clan battles - radar is king. Range is an option here. Try dakka and range builds and find your happy fit. Just bare in mind the shells stay in the air a long time at range. Hitting DD's is a challenge even at stock max range (more so if you fit the range upgrade in slot 6).

I mostly use Mino in co-op. But found it effective in clan battles (less so in randoms - I'm not good enough)

Edited by UnderTheRadarAgain

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356
[YOR]
Member
544 posts
18,758 battles

Actually Minotaur's captain skill is fairly flexible, she can work even with basic 10 points of IFA/LS, PT, SI & CE. 

The spreadsheet's one is also viable, swap the radar module to either hydro upgrade or engine protection if you prefer smoke minotaur. It also provides alternative skills if you don't want to follow the spreadsheet's recommendation. Personally I will swap the AA skill to RPF since RPF essentially is a dumb radar

 

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