Tribes Wiki
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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.
 
===Video Guides===
 
===Video Guides===
[http://youtu.be/d1GoTnZeba8 Beginner Pathfinder Guide by ZeroMethanol (DoubleCrossGaming)]
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[http://youtu.be/d1GoTnZeba8 Beginner Pathfinder Guide] by ZeroMethanol (DoubleCrossGaming)
  +
 
[http://youtu.be/HDHe3VEBxOI Pathfinder Class For Beginners] by GrouchyGus
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  +
[http://youtu.be/ws5v_Yn85eU Basic Capper's Guide] by TheSmallKiwiBird
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[http://youtu.be/4V8kJvqMYEk Basic Capper's Guide - Addendum] by TheSmallKiwiBird
   
[http://youtu.be/HDHe3VEBxOI Pathfinder Class For Beginners by GrouchyGus]
 
 
==Ratings==
 
==Ratings==
 
[[Image:Pathfinder Ratings.png]]
 
[[Image:Pathfinder Ratings.png]]

Revision as of 16:28, 18 April 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

PathfinderSki

This class has amazing speed and mobility which makes them excellent flag cappers/chasers. 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 - 877/650-374(?) Minor Knockback
Shotgun Hitscan Medium- 8*80-8*30 Fires 8 Fletchets
Light Assault Rifle Projectile Medium - 80-60 3-round burst
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

Armor Upgrades

  1. 1000 XP: -25% Regeneration Delay
  2. 2000 XP: +10 Energy
  3. 4200 XP: +25% Health Regen Rate
  4. 6400 XP: +100 Health
  5. 12000 XP: -10% Mass

Tactics

Recommended Perks

Perk 1

  • 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.

Video Guides

Beginner Pathfinder Guide by ZeroMethanol (DoubleCrossGaming)

Pathfinder Class For Beginners by GrouchyGus

Basic Capper's Guide by TheSmallKiwiBird

Basic Capper's Guide - Addendum by TheSmallKiwiBird

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