Pathfinder | |
---|---|
Armor Type | Light |
Health | 800 (900) |
Energy | 100 (110) |
Primary | Light Spinfusor Bolt Launcher Dueling Spinfusor |
Secondary | Shotgun Light Assault Rifle Holdout Shotgun |
Belt | Impact Nitron Explosive Nitron Compact Nitron |
Pack | Energy Recharge Thrust Pack |
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/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 a large amount of jetpack charge and are able to stay airborne for a long time, their Energy Recharge Pack also helps greatly using the jetpack.
Loadout
Weapon/Item | (Projectile) Type | Damage (Range - Dmg) | Cost | Effect |
---|---|---|---|---|
Light Spinfusor(P) | Projectile | Direct/Splash - 770/550-275 | Free | Spinfusor Type |
Projectile | Direct/Splash - 877/650-374(?) | 240GP / 42000XP | Minor Knockback | |
Dueling Spinfusor(P) | Projectile | Direct/Splash - 880/550-275 | 40GP / 4800XP | Spinfusor Type |
Shotgun(S) | Hitscan | Medium- 8*80-8*30 | Free | Fires 8 Fletchets |
Light Assault Rifle(S) | Projectile | Medium - 80-60 | 780GP / 100000XP | 3-round burst |
Holdout Shotgun(S) | Hitscan | Medium- 8*90 | 120GP / 14000XP | Fires 8 Fletchets |
Impact Nitron | Throw | Direct/Splash - 300/100 | Free | Flag Drop when hit, Large Knockback |
Explosive Nitron | Throw | Direct/Splash - 650/650-195(?) | 240GP / 42000XP | Large Knockback |
Compact Nitron | Throw | Direct/Splash - 300/90 | 160GP / 18000XP | Flag Drop when hit, Knockback |
Energy Recharge Pack | Self Buff | None | 240GP / 42000XP | Increases energy recharge rate |
Thrust Pack | Self Buff | Expends own energy | Free | Propels player forward |
Armor | Light |
800 Health |
Free | Low weight |
(P) - Primary Slot (S) - Secondary Slot
Armor Upgrades
- -25% Regeneration Delay
- +10 Energy
- +25% Health Regen Rate
- +100 Health
- -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.
- Stealthy. Too many Technicians covering enemy flag stand? Not a problem. With Stealthy equipped, enemy turrents'(both base turrents and deployed) detection range significantly decreases and reacts slower, essentially giving you more to breathe.
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
Beginners Pathfinder Guide by Buzz (NeverStormGaming)
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
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