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Tribes: Ascend/Obsolete Classes

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Obsolete Classes were part of the Tribes: Ascend Beta until patch 0.1.742.0 when they were merged with other classes to add more customization to the game. The information presented on this page is no longer valid in-game.


Ranger

Armor Type Medium
Health 1200 (1300)
Energy 120 (130)
Primary {{{primary}}}
Secondary {{{secondary}}}
Belt {{{belt}}}
Pack {{{pack}}}
Gold cost N/A
EXP cost {{{experience}}}

Ranger


The Ranger was one of the two unlocked classes inTribes: Ascend. It was merged with Soldier in 0.1.742.0 patch. The Ranger engages enemies at longer range with their Assault Rifle, but primarily fights with their staple weapon, the Thumper DX. To clear out a room, the Ranger can utilize their Anti-Personnel grenades. The Ranger is also equipped with the Energy Pack, which increases the energy restoration rate of the player. The Ranger is designed to be a little more offensive than the Soldier, and while not quite as powerful in damage or health, is able to make short work of close range units with their signature Thumper. They are well suited to all fields of combat and tactics, but really shine in removing multiple infantry from a tight space with hit and run maneuvers.

Loadout

Weapon/Item (Projectile) Type Damage (Range - Dmg) Effect
Assault Rifle Projectile Short/Medium/Long - 80/80/59 None
Thumper DX Ballistic Direct/Splash - 840/425 Knockback
Anti-Personnel Grenade Throw Direct/Splash - 1500/900 Knockback
Energy Pack Passive Buff None Restores energy over time
Standard Equipment Medium 1200 Health Medium Weight

Skills

Unlocked Perks

Air Show: Reduces the credit cost of buying a Shrike by 25%.

Survivalist: Heals 20% and regains 20% energy from ammo pickups.

Skill Tree

The Tribes: Ascend/Obsolete Classes enjoys similar upgrades to that of the Soldier, but has more of a focus in weapon use than health increases.

Ranger Skill Tree
Speed Thumper DX Health Grenade/Energy Rifle
Tier 1 - - Health Maximum
+50 Health Maximum
Grenade Ammo
1000 XP
+1 Grenade Ammo
-
Tier 2 Run Speed
+10% Increase to Run Speed
Thumper Ammo
+5 Thumper Ammo
Health Regen Delay
-25% Health Regeneration Delay
Energy
2100 XP
+5 Energy
Rifle Ammo
2000 XP
+84 Rifle Ammo
Tier 3 Stop Distance
+20% Improved Stopping Distance
Thumper Anti-Armor
+20% Thumper Damage versus Armored Targets
Health Maximum
+50 Health Maximum
Grenade Ammo
4000 XP
+1 Grenade Ammo
Rifle Reload
4500 XP
-30% Rifle Reload Time
Tier 4 Weapon Switch
-20% Weapon Switch Time
Thumper Ammo
6000 XP
+5 Thumper Ammo
Survivalist
Heal 20% and Regain 20% Energy from Ammo Drops
Energy
6500 XP
+5 Energy
Rifle Clip Size
6200 XP
+4 Rifle Clip Size
Tier 5 - Air Show
10000 XP
-25% Cost to purchase Air Vehicles
- - -

Ratings

Jumper

The Jumper excels at capping and chasing flags. The Jumper's pack is the Thrust Pack capable of accelerating the player in the direction that it is currently looking. The thrust pack along with the Jumper's light armor makes it very mobile. The shortcomings here are it's weapons. The Bolt Launcher has a lower amount of aoe compare to the Pathfinder's Spinfusor as well as being affected by gravity. The shotgun is useful for finishing off weakened enemies as well as popping off a couple meat-shots on a Heavy in close combat situations. This class is not meant to take a mid-map deathmatching confrontation head on.

Loadout

Weapon/Item (Projectile) Type Damage (Range - Dmg) Effect
Bolt Launcher Ballistic Direct - 770 Knockback, shots are effected by gravity
Sawed-Off Shotgun Hit Scan Short/Medium/Long - 640/480/102 None
S.T. Grenade Thrown Direct/Splash - 800/600 Knockback
Thrust Pack Self Buff None Burst of speed
Standard Equipment Light 800 Health Light Weight

Skills

Unlocked Perks

Safe Fall: Reduces damage from falling and surface impacts by 90%.

Trap Detection: Detect enemy deployables from a greater distance.

Skill Tree

Jumper Skill Tree
Stop Distance/Run Mobility Health Ammo Shotgun
Tier 1 - Jumppack Cost
-6% Jump Pack Energy Cost
- Grenade Ammo
1000 XP
+1 Grenade Ammo
-
Tier 2 Run Speed
2500 XP
+20% Increase to Run Speed
Energy
+10 Energy Capacity
Health Regen Delay
-25% Health Regeneration Delay
Bolt Ammo
2000 XP
+5 Bolt Launcher Ammo
Shotgun Ammo
2000 XP
+12 Shotgun Ammo
Tier 3 Stop Distance
4000 XP
+20% Improved Stopping Distance
Jumppack Potency
4200 XP
+15% Jump Potency
Health Regen Rate
3500 XP
+25% Health Regeneration Rate
Bolt Anti-Armor
4000 XP
+20% Bolt Launcher damage versus Armored Targets
Shotgun Reload
4100 XP
-30% Shotgun Reload Time
Tier 4 - Jumppack Cost
6200 XP
-6% Jump Pack Energy Cost
Health Pool
6100 XP
+100 Max Health
Bolt Ammo
6000 XP
+5 Bolt Launcher Ammo
Shotgun Falloff
6200 XP
+15% Shotgun Falloff Range
Tier 5 - Safe Fall
10000 XP
Reduces Fall and Splat damage by 90%
Trap Detector
8000 XP
See hud indicators warning of enemy mines and claymores
- -

Ratings

Scrambler

Scrambler

Armor Type Medium
Health 1300 (1400)
Energy 100 (110)
Primary {{{primary}}}
Secondary {{{secondary}}}
Belt {{{belt}}}
Pack {{{pack}}}
Gold cost 520
EXP cost {{{experience}}}

The Scrambler was one of the unlockable classes in the game Tribes: Ascend. It was merged with Raider in 0.1.742.0 patch.

Description

The Scrambler is a disruption class. Its weapon and pack set makes this class an effective asset disrupter. The Arx Buster shoots out sticky explosives at a moderate speed. Gravity does affect the projectile's vector very minimally. These explosives will stick to a surface and explode after a small time delay. The time delay is initiated when the explosive sticks to something. This makes this weapon good for targeting slow moving or massive objects, such as base assets, heavies or vehicles. The Sparrow is its secondary weapon. It is a weak pistol and should only be used to finish off enemies or pester them.The Scrambler is equipped with the Jammer Pack, which will camouflage the player and nearby teammates, covering them in a grey shroud and taking away their overhead icons from view of the opposing team. This allows both the Scrambler and teammates alike sneak past foes, sensors and turrets without triggering them. This highly specialized class is useful if the opponents are running a lot of defense.

Loadout

Medium Armor

Weapon/Item (Projectile) Type Damage (Range - Dmg) Effect
Arx Buster Ballistic Short/Medium/Long - 600/464/438 Three shots, Knockback
Sparrow Hit Scan Short/Medium/Long - 90/75/35 None
Whiteout Grenade Throw Splash (if blinded): 15 Flashbang
Jammer Pack Enemy Debuff Energy drain Enemy turrets can`t target you. Red Arrow and health above your head disappears.
Standard Equipment Medium 1200 Health Medium Weight

Skills

Unlocked Perks

Stealthy: Reduce your detection range from sensors by 50%.

Squirrelly: Turrets take 20% longer to lock onto you.

Skill Tree

Scrambler Skill Tree
Grenade Mobility Arx Buster Health Jammer
Tier 1 Whiteout Ammo
1000 XP
+1 Whiteout Grenade
- Arx Buster Ammo
+9 Arx Buster Ammo
- Jammer Energy
-25% Jammer Energy Cost
Tier 2 Whiteout Radius
2000 XP
+50% Whiteout Radius
Energy
+10 Energy
Arx Buster Anti-Arm
+20% Arx Buster Damage vs Armored Targets
Health Regen Delay
2500 XP
-25% Health Regen Delay
Jammer Range
+15% Jammer Range
Tier 3 Whiteout Duration
4000 XP
+30% Whiteout Duration
Weapon Switch
3800 XP
-20% Weapon Switch Time
Arx Buster Ammo
3500 XP
+9 Arx Buster Ammo
Health
4500 XP
+50 Maximum Health
Jammer Energy
-25% Jammer Energy Cost
Tier 4 - Run Speed
5800 XP
+10% Increase to Run Speed
- Health
6500 XP
+50 Maximum Health
Jammer Range
6000 XP
+15% Jammer Range
Tier 5 - Stealthy
9000 XP
Reduce your detection range from sensors by 50%
- - Squirrelly
12000 XP
Turrets take 20% Longer to Lock onto You

Ratings

Wraith

The Wraith is one of the formerly available classes in the game Tribes: Ascend. They have since been replaced by the Sentinel class.

Description

This sniping class is a solid long range damage dealer. It uses spare energy to deliver more powerful charged shots, however this comes at the cost of mobility.

Loadout

Ratings