There are nine classes in Tribes: Ascend
The Light Armor class, by default, weighs the least, accelerates the fastest and have 1000 base health. This regenerates 7 seconds after taking damage.
Light armor units are best fit for flag capturing, sniping, infiltration and sometimes chasing roles thanks to their speed and loadout options optimized toward damage and acceleration. Light variations of standard weapons generally fall off in clip size, maximum ammo and damage but however inherit significantly more of the player's velocity, allowing fast and reliable shots while moving quickly.
The Medium Armor classes are very versatile, being durable, but still reasonably agile. Base health is 1200, this number can generally be improved with playing time spent with a class.
The Soldier is a great all-around class that can do either offense or defense. The perfect class for killing infantry and a welcome addition to any defense or offensive disruption squad. As a Soldier you are able to take on almost any role at any given time.
The Technician is a defensive class primarily, with the Light Turret and EXR Turret packs, this class becomes the backbone of any lasting defense. The job of the Technician is to keep the base clear of enemy disruption and to maintain the base assets. With surprisingly strong weapon options, this class is capable of holding ground just fine as not only a supporting class, but a very capable duelist as well.
The Raider is a specialized offensive class that can clear an enemy base within seconds. It's the class of choice when going up against static defenses such as turrets or forcefields. The raider is also known to be one of the strongest dueling classes in the game due to a well rounded load-out that can be customized to match any opposition.
The Heavy Armor classes are huge and slow with very limited maneuverability, as the name implies they have more mass and cannot be knocked around as much as other armor types. Their base health is 2400, this number can generally be improved with playing time spent with a class.
The Juggernaut focuses on long range bombardment. The primary weapons are very indirect and shots can travel for several seconds before reaching their destination, as such Juggernauts rely heavily on prediction and battle experience.
The Doombringer is a great flag defender who can put down deployable Force Fields and Mines. The Doombringer might just be the least mobile class in the game, but also one of the most wanted additions to a defense that is struggling. It also carries the only real anti-vehicle weapon in the game, the lock-on homing Saber Launcher.
The Brute is the anti-infantry heavy class. With a lot of health and deadly weaponry, a brute can, and will take on anyone. The brute can be used both on defense or offense, but it excels at indoor combat overall. Generally, it is seen as a heavier version of the Soldier class.