Any experiences on Onar and Vinto?

By ITS_a_TRAP, in Imperial Assault Campaign

Did anyone of you guys play Vinto and Onar already? We are starting the jabba campaign soon and i want to have Gideon and Shyla in my team for sure. I read a lot about Onar but i saw that some people play him more as a semi-supporter than a damage-dealer. i see that "brute strengh" makes him the best character for interactions and stuff like that. in a group with Fenn + Shyla + Gideon he wouldnt need deal that much damage i guess. on the other hand "Dont make me hurt you" and "hold still" could make him really powerfull going forward. So i want to have him in my group but at this point i am not quiet sure which build is the best for the group.

Also i am thinking about getting Vinto instead of Fenn. Probably Fenn is stronger since he always performs, but i also want to try the new heros. I would really like to hear from people who played with vinto already.

Onar is a B tier character but he can definitely hold is own. Dont Make me Hurt You is a very powerful skill and should be a first buy. Everything else is mediocre but not bad, but the power of the extra red die makes him hit really hard.

Vinto is a very good multi-target ranged dps; a solid A tier hero.

Comparing Fenn to Vinto, I would say Vinto is more consistent, although the potential damage is lower. Fenn can get blast 3 with the right set up, which has a high damage potential, but blast can be played around fairly easily. I think Vinto has the slight edge in single target dmg but overall, I think Fenn's tactical movement skill ultimately gives him the edge, it is fairly close however.

Edited by Deadwolf

Onar has done really well in the two campaigns we've had him in. Don't make me hurt you and a decent gun means he can remove a lot of threat off the board each turn. Along with his free push he's really a nice hero to have along

Personally I can't get enough of Onar, and I find he's really fun to play. I'd consider him to be as good as any hero in the game (yes, including Gideon), and with the right (cheap) gear he can be an absolute monster.

You've already hit on my two favourite upgrade cards for him:

Don't Make Me Hurt You is the obvious one, and it makes him an absolute offensive menace. The best part about this card is that you can get by without ever spending money on an expensive tier 3 weapon. At $400 the tier 1 Hand Cannon will get you through the first few missions until you save up the 4 XP, and thereafter you'll be rolling three red dice every time you attack. You'll never need to buy him another weapon.

Brute Strength is the other one that I find is seriously underrated, and it's what makes Onar more than a one-trick pony. In my experience people look mostly at the first part of the card (use strength attribute for tech/wisdom checks), which, yeah, is really good. But then they overlook the second part of the card, the one that lets you have a free interact if you can roll two successes on a strength check. You've already got decent odds of doing that out of the box, but if you buy Onar the $250 Survival Gear (lets you re-roll during a strength check) you will almost always get the free action. How many actions during a mission do you waste opening doors, or interacting with terminals, or picking up crates? Onar can do all of that for free. How many times have you ignored crates (missing out on credits and on potentially useful items) because there wasn't enough time in the mission? With Onar's free interact this will never be a problem again. And as a bonus, I think you'd be surprised how often the survival gear's secondary ability comes up as well.

Although I think that those two above are his best XP cards, he's got some other good ones as well. Mutual Destruction lets him work a bit like Vinto, adding that extra 1 damage to figures that you just fell short of killing without having to waste an attack action. His basic Rush ability can also be really useful. Lots of missions require you to clear away all of the imperials in a room/next to an object/etc., and a clever little push from Rush can sometimes be enough to get rid of that one last guy without needing to waste time killing him. The 1XP Keep Up card is can be used as an extra movement point, but you can also exhaust it at the end of someone else's activation (even an imperial figure's!) to trigger Rush again or to block an objective or sight line. His Black Sun Armour is good too if you can afford it, since it goes a long way towards keeping him alive (since he's otherwise pretty squishy, despite his high health). Unfortunately it's also 4XP, so it can be hard to fit in unless the rebels are winning all the XP missions.

Finally, as far as gear goes, you really don't ever need to get Onar anything other that the $650 worth of items I mentioned above. If you are looking for some extra punch, however, the Spread Barrel is a nice fit since he'll always be attacking from up close anyway, and anything that lets you re-roll one of his red attack dice can be really helpful.

I started this (now very long!) post by saying that I think that Onar can match top tier heroes like Gideon, and hopefully if you've read all this you can start to see why. The two reasons that Gideon is so good are 1) his Master Stroke card allows for an extra attack action each round (action economy!) and 2) you don't need to buy him much for gear, so you can save your money to upgrade the rest of your team. Onar also does both of these things. While it's true that the extra interact action isn't usually quite as good as an extra attack, and it's also true that you need to spend a bit more cash on him than on Gideon, he also brings some extra things to the table that Gideon's pure support role doesn't.

I guess what I'm trying to say is: take Onar! :P You'll enjoy it!

I haven't played Onar, but I've heard he's best as a glass cannon. Basically, don't worry about him getting wounded- it's gonna happen almost every mission, probably. Instead, make him deal as much damage as possible.

As for Vinto- one of my Rebels is playing him now, and he's pretty darn good. In fact, they've got a pretty killer combo in Fenn and Vinto. Fenn deals his splash damage, while Vinto runs around and finishes off the survivors. That's Vinto's biggest strength over Fenn- they both deal a good amount of multi-target damage, but while Fenn is indiscrimatory, Vinto is more surgical in his attacks.

If you do get the Hand Cannon for Onar, I highly recommend Extra ammunition, as it really helps by allowing you to reroll those singles.

I disagree that Onar is on the same level as the S or A+ tier heroes. Even with the red die, he does not beat Mak for single target dps, for example (and does not have broken skills like Force Adept or Masterstroke) But that said, he is still good and he wont lose you the campaign for picking him

Edited by Deadwolf

We had Onar in Jabba's Realm. He was the Imps primary target because - "It's fun to shoot someone who can't defend themselves". Once the others got a little more dangerous and Onar up to 25 health (halfway point) he was no longer the favorite target. Took too long to batter down while others are free to do stuff.

Onar is weak vs multiple weaker attacks but is stronger vs fewer stronger attacks. So in that way, Onar is actually a pretty good partner for Vinto/Fenn.

Onar is among if not the frailest hero until he gets Black Sun Armor. Onar and the other Jabba's Realm heroes start with better than average weapons, but aside from this, his abilities (no bonus attack etc.) puts him among if not the lowest damage hero until he gets Don't Make Me Hurt You. Both of his 4 XP cards are stronger than average and largely compensate for the rest of his deficiencies. I'd recommend going for those before picking up things like Get Down and Keep Up.

I think keep up is almost comparable to fenn's tactical movement, since he could use it during someone else's activation and move himself and use rush to move another, netting 2 spaces of movement.

But what do you guys think about brute strengh? you dont have to waste an action for interacting with doors and terminals and also get crates for free which is kinda cool too. with fenn and maybe shyla (wanna try at least 2 new heros) the dmg will be fine and onar cheap to gear and therefore there will be enough cash to gear up the other 2 (4th probably gideon who is also cheap).

51 minutes ago, ITS_a_TRAP said:

But what do you guys think about brute strengh? you dont have to waste an action for interacting with doors and terminals and also get crates for free which is kinda cool too. with fenn and maybe shyla (wanna try at least 2 new heros) the dmg will be fine and onar cheap to gear and therefore there will be enough cash to gear up the other 2 (4th probably gideon who is also cheap).

You are sacrificing either damage or bulk for utility. It is a viable card, if that is the path you want to take.

After Dont Make me Hurt You, all of his other cards are on roughly the same power level, so it is mostly personal preference.

Edited by Deadwolf

I had a very interesting Onar in my Jabba's Realm campaign. He had a sniper blaster (tier III 900 credits) with the disruption cell upgrade (tier III 600 credits). The blaster has a blue-yellow-yellow attack pool. The disruption cell allows you to replace one die of your attack pool by a red die. It also has a built in +2 accuracy. Now combine that with don't make me hurt you, each round, Onar was making a first attack with blue-yellow-red-red dice! Pretty insane! And with the built in accuracy of the disruption cell, Onar could hit imperials at medium range without problem! And with such attack pool there was always a good chance he would kill on first shot, which would allow him to ready don't make me hurt you to use it again in exchange from suffering one damage. "Let the wookiee win" ... you might want to extend it to Aqualish too now!! ;)

12 minutes ago, IanSolo_FFG said:

The disruption cell allows you to replace one die of your attack pool by a red die.

Just checking, but you said "allows" which sort of implies you have a choice (maybe that's just my inference). It hasn't come up for my group yet, but I believe it actually forces you to replace one die with the red... which really isn't bad considering it adds +2 acc.

The cards text reads "When you declare an attack, replace one die in your attack pool with a red die." To me that doesn't sound like you have a choice. Of course, using Don't Make Me Hurt You, you could always replace the red die with a red die.

Yup, there is no may nor a cost (nor "use", which made Vibrogenerator optional), so you have to replace one die if the weapon has Disruption Cell .

Edited by a1bert

My favorite part about Onar is that he has no equipment restrictions at all. So, short ranged, long ranged, melee, it doesnt matter and he can use then all proficiently as the red die is fairly universal.

Another thing that is remarkable about Dont Make me hurt you is while other characters can add a die to their attacks, as far as i know, Onar is the only one that can add a die to both attacks (not counting a pre-existing focus).

5 hours ago, Deadwolf said:

Another thing that is remarkable about Dont Make me hurt you is while other characters can add a die to their attacks, as far as i know, Onar is the only one that can add a die to both attacks (not counting a pre-existing focus).

Davith's reward allows him to ready an exhausted class card, so he can use falling leaf twice. But of course it's a difficult reward to earn, whereas Don't Make Me Hurt you is a guarantee. It's also a better value, a red die twice for a damage versus a yellow die twice for two strain.

I had a hard time using Onar right, but I know that's on me. Vinto on the other hand, can dish out damage to a lot of enemies very quickly. Mid-end game he easily takes out 3 stormtroopers in 1 activation. Only downside on Vinto for me is, you have to roll so many times. Normally rolling is fun, but when you move then roll shot on the run, to move again then 2 attacks, it can become a bit tideous.

Vinto with Rapid Fire vs me as the Imperial player.

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16 hours ago, Uninvited Guest said:

Just checking, but you said "allows" which sort of implies you have a choice (maybe that's just my inference).

Sorry. English is a second language for me. I did mean that replacing a die from your attack pool is mandatory. We did play it correctly. Thanks!

On ‎9‎/‎14‎/‎2017 at 4:13 PM, a1bert said:

Yup, there is no may nor a cost (nor "use", which made Vibrogenerator optional), so you have to replace one die if the weapon has Disruption Cell .

As an aside, there's almost no circumstance when you wouldn't want to swap in X die for a Red one. Maybe the Disruptor Pistol ... and of course the Hand Cannon and DXR (but only because they already have all-Red dice and thus adding the Disruption Cell would be a waste of credits apart from the +2 accuracy bonus). But aside from those potential exceptions, anytime you can opt for a Red die (with free range!) on a (ranged) weapon, it's a good idea to take it. :)

Having just completed a campaign with Vinto, he's pretty fun to play.

His total damage done is pretty high, even if a lot of it is splash damage.

His one downside is that he's quite squishy, and can be strain heavy at times.

My build was; Shot on the Run -> Rapid Fire -> Dead On -> Battlefield Experience -> Sharpshooter

Weapon Upgrades were; Tactical Display -> E-11 -> Marksman Barrel -> A280

I love onar. Him paired with Gideon is amazing. Every time I'm able I give onar the bacta pump and the arm implant thing that takes away health but gives an endurance. Every activation he takes off a strain or damage from the bacta pump and heals 7 damage from one rest, making him heal 8 if you have no strain. Most efficient move in the game. Yes the imp can still wound him, but he soaks up so much damage then just heals it it's hard as the imperial player to keep hitting him. Granted its less powerful if using more than two heros, but it's almost unstopable with just two.

Edited by KotasMilitia

Look at what I wrote here for Onar:

I passed Hand-Cannon with Marksman Barrel to Vinto as soon as Onar got hands on Deathhammer. Vinto works well with that using Rapid Fire and Merciless. You use Rapid Fire to get damage on a figure so that you can then roll 2 red dice and apply +3 damage from merciless. It's going to kill 10HP+ in a double attack.

If you bought Tactical Display in Tier 1 and put it on a Disruptor Pistol at Tier 3, you get a way for Onar to roll Red-Red-Green and apply 1 surge on the need to add +3 damage. It's crazy stuff...