Sentinel

The Sentinel is one of the unlockable classes in the game Tribes: Ascend.



Description
The is the Sniper class of Ascend and excels at long distance engagements thanks to this class' hitscan sniper rifle: the BXT1 Rifle. This rifle can be shot both regularly or while zoomed in. While zoomed in, the rifle will charge an increasingly more powerful shot. This mechanism makes this class ideal for taking out fleeing cappers, picking off weakened foes and disrupting the enemy's flag stand. The 's secondary is a projectile based pistol that bounces off surfaces: the Nova Blaster. It is difficult to aim at first and the shot must be lead to use it effectively. This class also has a Drop Jammer as its deployable. The Drop Jammer can be utilized for jamming the 's sniping location or placed on the flag stand to disorient the opponents. The Claymore Mines can also be used either for personal, asset or objective defense while the T5 Grenade is more offensively oriented. The has a few choices when going onto the field. Both the BXT1 Rifle and the Phase Rifle will restrict his movement ability, the BXT1 Rifle requires he remain scoped for 3 seconds to get the maximum damage on his shot, while the Phase Rifle Will use 90 of his energy to fire a maximum damage shot. In accordance to his rifle choice, the may also want to consider his Pack choices, opting for more energy generation with his Energy Recharge Pack, or going for more team support with the Drop Jammer. It should be worth noting the charge up time on the BXT1 rifle. A fully charged shot will do 500 damage, and it takes 3 seconds to fully charge a shot. Without firing from a scope, the BXT1 Rifle does a pitiful 10 damage. The Phase Rifle, on the other hand, does 510 damage scoped or not, but it requires 90 energy. If you choose the Phase Rifle, it is reccomended to take the Energy Regeneration Pack.

Loadout
(P) - Primary Slot (S) - Secondary Slot

Armor Upgrades
(15000 XP Mastery)
 * 1) -25% Regeneration Delay
 * 2) +10% Run Speed
 * 3) +25% Health Regen Rate
 * 4) +100 Health
 * 5) +10 Energy

Recommended Perks
Perk 1


 * Bounty Hunter is ideal for you in just about every way. With an extra 200 credits per kill, you can get ammo supply drops in record time and keep the enemy flag clean with tactical strikes.


 * Looter is another option if you want to be able to be all over the map, instead of staking out in one place. Problem is, once you kill someone, you actually have to get over there to pick up their ammo drop. Fortunately with looter you'll only need to do this once before you're basically back to full.


 * Safety Third makes your claymores deadly and numerous. If you often get hunted down, this will help you cover your exits.

Perk 2
 * Ultra Capacitor 2 Gives you a bit more maneuverability; unfortunately there is nothing else very viable in the second list.


 * Survivalist gets an honorable mention since it will allow you to get away from the ammo drop faster. The health gain is not substantial enough to make a difference though.

Video Guides
Sentinel Guide by Roxton (CogsandInk)

Beginner Sentinal Guide by ZeroMethanol (DoubleCrossedGaming)

Beginners Sentinel Guide by Buzz (NeverStormGaming)

Sentinel Class For Beginners by GrouchyGus