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The Sentinel is one of the unlockable light classes in the game Tribes: Ascend. It can be unlocked for 100Gold or 7200 XP. This class has a Drop Jammer as its deployable. The Drop Jammer can be utilized for hiding the Sentinel’s sniping location or placed on the flag stand to revealInfiltrators from stealth and camouflage friendly defenders. The Claymore Mines can also be used either for personal, asset, or objective defense while the T5 Grenade is more offensively oriented.
The Sentinel has a few choices when going onto the field. Both the BXT1 Rifle and the Phase Rifle will restrict his movement ability, the BXT1 Rifle requires he remain scoped for 3 seconds to get the maximum damage on his shot, while the Phase Rifle Will use 90 of his energy to fire a maximum damage shot. In accordance to his rifle choice, the Sentinel may also want to consider his pack choices, opting for more energy generation with his Energy Recharge Pack, or going for more team support with the Drop Jammer. It should be worth noting the charge up time on the BXT1 Rifle; a fully charged shot will do 500 damage, and it takes 3 seconds to fully charge a shot. The Phase Rifle, on the other hand, does 510 damage scoped or not, but it requires 90 energy. If you choose the Phase Rifle, it is recommended to take the Energy Regeneration Pack.
In order to give cappers a bigger time frame before they get shot by Sentinels again, killing a Sentinel adds five additional seconds to his respawn timer, regardless of him switching to another class while dead or not. Therefore, in order to give the team capper enough leeway to escape without damage, killing the Sentinel in conjunction with the capper grabbing the flag is usually essential.
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The Pathfinder is a free light starting class in the game Tribes: Ascend. This class has amazing speed and mobility which makes them excellent flag Cappers/Chasers. ThePathfinder 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, and also fill the role of Light Defense. 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 weapons. 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, and with practice the Thrust Pack can be used to quickly gain speed or change directions mid-flight.

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Tribes: Ascend features a class-based loadout system. Each loadout specifies what type of armor the player has, along with what weapons and items they carry. Each loadout supports two in-hand weapons, a set of belt items such as grenades or mines and a pack. There are three possible sizes of armor to choose: light, medium and heavy, with three loadouts in each weight group (for a total of nine). Players can select which loadout to use either when first joining a game, respawning, or at an inventory station. Loadouts may be acquired either through an upfront payment, or through playing the game and earning experience points, which can be used to purchase classes, weapons, perks, and upgrades.

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