![]() Dire Orb can be used to easily kill a trailing enemy.It's much harder to throwing in right at them and timing it to when the orb passes through them. If trying to use the Dire Orb to tele-frag an enemy, throw the orb at their feet and wait for them to walk over it.This is useful on certain maps, for example Blood Run where the rocket launcher spawn is across from the mega health. During the start of the game, one common strategy is to throw the dire orb towards the heavy armor/mega health and, while the orb still hasn't exploded, go and collect an important weapon before teleporting to the orb and picking up the mega health/armor.This moment of confusion can be all you'll need to get the upper hand. Your opponent now is limited to two options should they still want to fight: keep shooting at you hoping you don't teleport, or turning around to prepare for you to appear behind them. In 1v1 fighting, throw your orb behind your opponent (and maybe try and get it to pass through them for a bit of extra damage).Dire Orb is extremely versatile, being useful for either escaping, baiting enemies, or closing in the gap for the kill.Ranger’s passive ability, Son of a Gun, reduces the amount of self-damage he takes by 75%, allowing him to Rocket Jump with less pain and providing the opportunity for more up-close-and-personal, gibby Rocket Launcher kisses. The Dire Orb can hurt any enemies it makes contact with and, if left unused, it will explode, damaging all foes in the blast radius. With the Dire Orb, he can dodge attacks, reach tricky areas, and even telefrag unsuspecting enemies. Pulled from the innards of the All-Mother, the Dire Orb allows Ranger to teleport around the Arenas, granting him a unique edge over his opponents. It is possible to stack both contact damage and telefrag damage if well timed. ![]() ![]() If the orb is inside an enemy player while teleporting, the orb will deal telefrag damage. Using the ability anytime before the orb explodes will teleport Ranger to the orb's location. Dire Orb also deals contact damage upon passing through an enemy player. One second after stopping, the orb will explode, dealing splash damage based on proximity. Once used, the Dire Orb will travel in a straight line and will not expire or stop until either hitting a wall or going far outside of the map boundaries. Orb Throw and Teleport Activation Delay: 0.125 seconds.Weapon Disabled After Throw Duration: 0.5 seconds.Orb Explosion Minimum Splash Damage: 10 damage.Orb Explosion Maximum Splash Damage: 75 damage.At any time prior to it exploding, Ranger can teleport himself to the Dire Orb's location. Rangers throws an ethereal orb that damages enemies and explodes when it hits a surface. Time and delirium have eroded his resolve and even his name, but a worn family photograph tucked away in his armor serves as a scrap of hope and sanity. Trapped in these realms ever since, he has survived using the power of the Dire Orb seized from within the hot gore of the All-Mother. He cut through countless horrors to find four eldritch runes, then laid waste to the abomination known as Shub-Niggurath. Two decades ago, a lone Marine stepped through the Slipgate and into a nightmare. With his Dire Orb active ability, Ranger can teleport to impossible ledges, dodge incoming attacks and much more. He first appeared in id Software's original Quake as the protagonist, and later appeared Quake III Arena as an arena fighter.įrom his origins in the original Quake to his time spent in the bloody halls of Quake III Arena, Ranger is a legendary character who has returning to once again wreak havoc in the arenas of Quake Champions. Ranger the Slipgate Marine is a male human that wears yellow and bronze armor.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |