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Pathfinder
PathfinderIcon
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.

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 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

Bolt Launcher(P)

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 500GP / 88000XP 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(?) 40GP / 4800XP Large Knockback
Compact Nitron Throw Direct/Splash - 300/90 160GP / 18000XP Flag Drop when hit, Knockback
Energy Recharge Pack Self Buff None Free Increases energy recharge rate
Thrust Pack Self Buff Expends own energy 240GP / 42000XP Propels player forward
Armor Light

800 Health

Free Low weight

(P) - Primary Slot (S) - Secondary Slot

Armor Upgrades

(15000 XP Mastery)

  1. -25% Regeneration Delay
  2. +10 Energy
  3. +25% Health Regen Rate
  4. +100 Health
  5. -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 deploy 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

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

Adv. Capping Guide 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
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