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+ | ==Tactics== |
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− | ==Recommended Perks== |
+ | ===Recommended Perks=== |
− | Perk |
+ | 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. |
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− | '''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. |
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⚫ | '''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. |
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⚫ | *'''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. |
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Perk 2 |
Perk 2 |
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+ | * |
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'''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. |
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− | '''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 | |
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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.
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
Movement | Grenade | Health | L. Spinfusor | Shotgun | |
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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% |
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Ratings
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