Tribes Wiki
No edit summary
Line 73: Line 73:
 
| Low weight
 
| Low weight
 
|}
 
|}
  +
==Tactics==
   
==Recommended Perks==
+
===Recommended Perks===
   
Perk 1
+
Perk
   
   
'''Ultra Capacitor'''
+
*'''Ultra Capacitor'''
 
What could be better for a class that craves energy than more energy? The other valid options are both accounting for a margin of error, this is the only perk in slot 1 that will actually improve your maneuverability.
 
What could be better for a class that craves energy than more energy? The other valid options are both accounting for a margin of error, this is the only perk in slot 1 that will actually improve your maneuverability.
   
'''Reach''' is a strong choice as it allows a greater margin of error when attempting to grab the enemy flag and return your own. The final upgrade is not helpful in regards to grabbing flags, so it is recommended to not invest in this past the grab range upgrades.
+
*'''Reach''' is a strong choice as it allows a greater margin of error when attempting to grab the enemy flag and return your own. The final upgrade is not helpful in regards to grabbing flags, so it is recommended to not invest in this past the grab range upgrades.
   
'''Safe Fall''' is another possibility if you find that you are often taking too much damage during your flag runs, or just in general. However more often than not this problem can be solved with more skiing practice. If you are particularly reckless however, this will help your cause. The final upgrade will protect you from the occasional shrike bump.
+
*'''Safe Fall''' is another possibility if you find that you are often taking too much damage during your flag runs, or just in general. However more often than not this problem can be solved with more skiing practice. If you are particularly reckless however, this will help your cause. The final upgrade will protect you from the occasional shrike bump.
 
'''Safety Third '''will allow you to have 4 impact nitrons. This is especially helpful if you need to increase your speed or knock the flag out of someone's grasp. This increased radius on nitrons will also benefit players who play a primarily defensive role. The last upgrade to this perk is completely useless however, as it allows players to delpoy an extra mine.
 
   
 
*'''Safety Third '''will allow you to have 4 impact nitrons. This is especially helpful if you need to increase your speed or knock the flag out of someone's grasp. This increased radius on nitrons will also benefit players who play a primarily defensive role. The last upgrade to this perk is completely useless however, as it allows players to delpoy an extra mine.
 
Perk 2
 
Perk 2
  +
*
 
 
 
'''Egocentric''' is a fantastic choice, providing you the chance to launch yourself across the map more frequently. Spinfusor launching is an incredibly effective way to get across the map. Timing your launches well will get you to the enemy base at full health (recovering from your launch during the trip) in record time. The last upgrade will not help you, as you have no applicable grenades.
 
'''Egocentric''' is a fantastic choice, providing you the chance to launch yourself across the map more frequently. Spinfusor launching is an incredibly effective way to get across the map. Timing your launches well will get you to the enemy base at full health (recovering from your launch during the trip) in record time. The last upgrade will not help you, as you have no applicable grenades.
   
'''Potential Energy''' is another amazing choice; frankly, everyone on the other team will be trying to kill you. This perk turns their damage against them, allowing you to stay in the air (safer) longer. This also will yield extra energy when you launch yourself.
+
*'''Potential Energy''' is another amazing choice; frankly, everyone on the other team will be trying to kill you. This perk turns their damage against them, allowing you to stay in the air (safer) longer. This also will yield extra energy when you launch yourself.
   
 
==Skills==
 
==Skills==

Revision as of 01:46, 27 March 2012

Pathfinder
PathfinderIcon
Armor Type Light
Health 800 (900)
Energy 100 (110)
Primary Light Spinfusor
Bolt Launcher
Secondary Shotgun
Light Assault Rifle
Belt Impact Nitron
Explosive Nitron
Pack Energy Recharge
Thrust
Gold cost Free
EXP cost Free

The Pathfinder is one of the free classes in the game Tribes: Ascend.

Pathfinder

Description

This class has amazing speed and mobility which makes them excellent flag cappers. The Pathfinder excels in hit-and-run tactics and is able to deal high damage at close range with the Shotgun. With the Impact Nitron that deals damage and knocks the flag away from the enemy, they are effective chasers. The Pathfinder's Energy Recharge Pack passively increases the energy regeneration rate. They are built for pure speed and can outrun any other class, but have somewhat poor one-on-one combat capabilities compared to more heavily armored opponents. The most effective tactic for Pathfinders is to knock targets back and deal great amounts of damage using splash feedback from their primary weapon. Pathfinders also have quite an acceptible amount of jetpack charge and are able to stay airborne for a good amount of time, their Energy Recharge Pack also helps greatly using the jetpack.

Loadout

Weapon/Item (Projectile) Type Damage (Range - Dmg) Effect
Light Spinfusor Projectile Direct/Splash - 770/550-275 Spinfusor Type
Bolt Launcher Projectile Direct/Splash - 910/650-374(?) Minor Knockback
Shotgun Hitscan Medium- 7*80-7*30 None
Light Assault Rifle Hitscan Medium - 80-60 None
Impact Nitron Throw Direct/Splash - 300/100 Flag Drop when hit, Large Knockback
Explosive Nitron Throw Direct/Splash - 650/650-195(?) Large Knockback
Energy Recharge Pack Self Buff None Increases energy recharge rate
Thrust Pack Self Buff Expends own energy Propels player forward
Armor Light 800 Health Low weight

Tactics

Recommended Perks

Perk


  • Ultra Capacitor

What could be better for a class that craves energy than more energy? The other valid options are both accounting for a margin of error, this is the only perk in slot 1 that will actually improve your maneuverability.

  • Reach is a strong choice as it allows a greater margin of error when attempting to grab the enemy flag and return your own. The final upgrade is not helpful in regards to grabbing flags, so it is recommended to not invest in this past the grab range upgrades.
  • Safe Fall is another possibility if you find that you are often taking too much damage during your flag runs, or just in general. However more often than not this problem can be solved with more skiing practice. If you are particularly reckless however, this will help your cause. The final upgrade will protect you from the occasional shrike bump.
  • Safety Third will allow you to have 4 impact nitrons. This is especially helpful if you need to increase your speed or knock the flag out of someone's grasp. This increased radius on nitrons will also benefit players who play a primarily defensive role. The last upgrade to this perk is completely useless however, as it allows players to delpoy an extra mine.

Perk 2

Egocentric is a fantastic choice, providing you the chance to launch yourself across the map more frequently. Spinfusor launching is an incredibly effective way to get across the map. Timing your launches well will get you to the enemy base at full health (recovering from your launch during the trip) in record time. The last upgrade will not help you, as you have no applicable grenades.

  • Potential Energy is another amazing choice; frankly, everyone on the other team will be trying to kill you. This perk turns their damage against them, allowing you to stay in the air (safer) longer. This also will yield extra energy when you launch yourself.

Skills

The following information is no longer valid, it is presented here for reference only.

Skill Tree

Pathfinder Skill Tree
Movement Grenade Health L. Spinfusor Shotgun
Tier 1 Energy
+8% Energy Regeneration Rate
Nitron Ammo
+1 Impact Nitron
- Spinfusor Ammo
+5 Light Spinfusor Ammo
Shotgun Ammo
+12 Shotgun Ammo
Tier 2 Run Speed
+10% Increase to Run Speed
Nitron Radius
+15% Impact Nitron Radius
Health Regen Delay
-25% Delay Before Health Regeneration
Spinfusor Anti-Arm
+20% Light Spinfusor Damage versus Armor Targets
Shotgun Capacity
+1 Shotgun Load Capacity
Tier 3 Energy
+8% Energy Regeneration Rate
- Health Regen Rate
+25% Health Regeneration Rate
Spinfusor Ammo
4000 XP
+5 Light Spinfusor Ammo
Shotgun Ammo
+12 Shotgun Ammo
Tier 4 Stop Distance
+20% Improved Stopping Distance
- Max Health
6000 XP
+50 Maximum Health
- Shotgun Falloff
+15% Shotgun Falloff Distance
Tier 5 Flag Reach
12000 XP
Extended Range for Grabbing Flags
- Egocentric
13000 XP
Reduces self damage by 35%
- -

Ratings

Pathfinder Ratings



Classes
Light
  1. Infiltrator Icon
  2. PathfinderIcon
  3. Sentinelicon
Medium
  1. RaiderIcon
  2. Soldier
  3. Tech
Heavy
  1. BruteIcon
  2. Doombringer
  3. Jugg
Obsolete Classes
  1. Placeholder Class
  2. Ranger
  3. Scrambler Icon