Doombringer

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



Description
This heavy class excels at defense, as it is heavily armored and capable of dealing a lot of damage per second. It carries a Chain Gun as it's main weapon to ward away any enemies that come near the base. The Chain Gun is a high-speed projectile based weapon, that requires the Doombringer to lead the target to maximize damage. The upgradable main weapon bought via gold or XP is the Heavy Bolt Launcher. This offers the Doombringer an explosive weapon for engaging at longer ranges and denying the flag via the explosive damage. The secondary weapon for the Doombringer is an anti-vehicle Saber Launcher which will lock onto vehicles. It will also lock onto enemies but only while they are in the air. The lock on is instantly lost when their feet touch the ground. Through the use of the Saber Launcher's ability to lock on to vehicles at safe distances, they are ideal for taking out Beowulfs and Shrikes.

The Doombringer also has a deployable Force Field, which will block incoming weapon fire and injure any foes that pass through the field proportional to their current speed. The Doombringer also carries Frag Grenades, similar to the Soldiers. They can also opt for Mines that will detonate when an enemies travel over them.

Armor Upgrades

 * 1) 1600 XP: +100 Health
 * 2) 2000 XP: -25% Regeneration Delay
 * 3) 4200 XP: +10 Energy
 * 4) 6400 XP: +25% Health Regen Rate
 * 5) 12000 XP: +100 Health

Tactics
The Doombringer's primary role is defense. They excel at defending either the generator or the flag, but are most effective when they pick one or the other. When necessary, a fully-upgraded Doombringer can assist in defending both the generator and flag on small maps, such as Crossfire; however due to the class' slow speed, this does not work well with large maps. The Doombringer can deploy force fields in one location and mines in another, then replace them as needed.

Recommended Perks
Perk 1


 * Ultra Capacitor is valid enough, considering that you are the least maneuverable class in the game, 10 extra energy can give you a break when trying to get from one location to the next.


 * Looter is a strong perk to keep you filled with ammo and staying at your post longer. However the effectiveness of this is still debatable since you are staying at your base most of the time.


 * Safety Third is also a very viable choice. The ability to deploy an additional mine can make the defense of your base and flagstand easier.

Perk 2


 * Pilot is a great way to keep yourself mobile, and the extra health helps your vehicles to be more effective. There are a few scenarios where the best HoF is a Beowulf tank.


 * Super Heavy turns you more into a turret fixture than a moveable player. This means that you can root yourself on the flag to prevent high-speed getaways with not risk of being knocked away. It's final upgrade means that any player who collides with you will suffer damage (much like the Force Field). A favorite for the HoF for most games.


 * Mechanic is a great way to help your Techies get a better handle on defending the base, often times it's easier for you to head down to the generator room and take care of things than to wait for everything on your base to come back online. It's also usually easy for the HoF to keep the radar in working condition.

Video Guides
Heavy on Flag (HoF) Guide by Roxton (Cogs and Ink)

Doombringer Tutorial by Crytical (SLAM Central Studios)

Beginner Doombringer Guide by JesterLogic (DoubleCrossGaming)