<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=108.162.245.30</id>
	<title>comp.tf - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=108.162.245.30"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/108.162.245.30"/>
	<updated>2026-05-05T05:35:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(Highlander)&amp;diff=48984</id>
		<title>Medic (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(Highlander)&amp;diff=48984"/>
		<updated>2017-03-02T21:23:36Z</updated>

		<summary type="html">&lt;p&gt;108.162.245.30: /* Melee weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is generally considered the most unique and one of the most important classes in Team Fortress 2. His ability to negate damage with his healing and usage of the ÜberCharge mechanic make him the core part of the team and led the development of the metagame based around ÜberCharges, pushing, holding and defending points.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
In all gamemodes, the Medic's main job is to keep his team in shape, by healing hurt teammates, allowing them to rejoin the fight and turn the tides of the battle in their favour. Usually, the Medic will prioritize some classes over others. The privileged classes are commonly referred to as ''the combo'', which consists of the [[Heavy (Highlander)|Heavy]], the [[Demoman (Highlander)|Demoman]], and the [[Pyro (Highlander)|Pyro]]. As for the other classes, some will sometimes receive just an overheal (such as the [[Scout (Highlander)|Scout]]), and some are required not to be healed at all (such as the [[Engineer(Highlander)|Engineer]] or the [[Spy (Highlander)|Spy]]).&lt;br /&gt;
&lt;br /&gt;
On maps without set-up time (such as [[King of the Hill]] or [[5CP]] maps), in the beginning of each round the Medic will give the Demoman an overheal, to enable him to [[rollout]] to the middle point. After that, he will give overheals to all players, and in the end, just before arriving on the point, will give a full overheal to the Heavy, bringing him to 450 HP.&lt;br /&gt;
&lt;br /&gt;
On maps with set-up time, the gameplay varies, depending on which side the Medic is on. In both cases, during set-up time, the Medic will prepare an ÜberCharge, that will be used later during a round. On attack, the Medic sometimes waits in spawn, not to risk losing (dropping) the Über by dying, while the team goes out without him, trying to get an important kill or force the enemy Medic to activate his Über, so that the attacking Über's importance rises.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge ===&lt;br /&gt;
{{Main|ÜberCharge}}&lt;br /&gt;
The ÜberCharge is one of the most important mechanics in the game. Often, the Über percentage will be the deciding factor in whether or not to push or hold a point. Über advantages don't play that important role in Highlander as they do in 6v6, but tracking the enemy Über is a good and useful trait, separating average Medics from good Medics.&lt;br /&gt;
&lt;br /&gt;
=== Positioning ===&lt;br /&gt;
It is very important that the Medic positions himself in a way that would make it harder to catch him out. Each map has its established holding points, which are the most beneficial for a Medic. Many of them are easy to escape from but hard to get into, and not in a direct line of sight from any possible [[Sniper (Highlander)|Sniper]] locations.&lt;br /&gt;
&lt;br /&gt;
Another key aspect of playing Medic on defense is knowing when to stay in, and when to back out. If the Medic stays in an unfavourable engagement and ends up dying with the rest of the team, not only will the team lose the currently defended point, but most likely lose the next one, as the Medic will not have the ÜberCharge, and the enemy team will most likely position itself in a way that would deny the defenders from trying to retake control of the point.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
Some of the Medic's weapons present very interesting aspects of gameplay, and can be used to execute different strategies.&lt;br /&gt;
&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
* '''Crusader's Crossbow''' - Most Medics' go-to primary weapon. The Crusader's Crossbow can heal the Medic's teammates by hitting them with the crossbow bolts, as can it damage the opponents. The Crossbow has the biggest possible amount of hit points healed per second in the game, and a successful hit on a teammate can easily change the outcome of a 1v1 battle. The damage and healing abide to the principle of reverse falloff - the farther the Medic is his teammate or opponent, the more hitpoints will he heal or take away from them. With the recent addition of arrow building (using the Crossbow to build Ubercharge), this weapon is objectively more useful than any other primary for Medic.&lt;br /&gt;
* '''Syringe Gun''' - The stock Syringe Gun is tied with the Blutsauger for the highest damage per second of any of the Medics primaries, but the Syringe Gun has a higher passive healing rate than the Blutsauger, making it more ideal for overall survivability. However, because it lacks the support potential of the Crusader's Crossbow, and since the Overdose's damage penalty is negligible, the Syringe Gun is not often used in Competitive.&lt;br /&gt;
* '''Overdose''' - Often preferred over the Syringe Gun despite its slightly lower damage output because of its speed boost dependent on the Medic's ÜberCharge percentage. The loss of damage is often negligible, and the upside of the increased movement speed will often enable the Medic to get out of a close-call situation.&lt;br /&gt;
* '''Blutsauger''' - Rarely used; its health on hit benefit is negligible compared to the lowered survivability of the Medic because of his weakened health regeneration.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
* '''Medi Gun''' - The stock Medi Gun has the best all-around Über, which turns the Medic and his patients invincible for a maximum of 8 seconds. However, it takes the longest of any Über to build, with a minimum of 40 seconds and a maximum of 80 seconds. The heal rate for the Medi Gun is minimum of 24 hp per seconds, and a maximum of 72 hp per seconds.&lt;br /&gt;
* '''Kritzkrieg''' - The Kritzkrieg is an interesting alternative to the Medi Gun. While having the same heal rate as the Medi Gun, the Kritzkrieg's Über charges 25% faster than the Medi Gun's Über, and grants the patient 100% crits when activated. This can be used to maintain an Über advantage by getting the crits before the enemy Medic gets Über, killing him, and recharging the Kritzkrieg. It can also be used as a high-risk, high-reward surprise play to kill the enemy Medic, who has Über. &lt;br /&gt;
* '''Quick-Fix''' - With the new update, the Quick-Fix is now a more viable competitive option. It is mainly used as a defensive tool and a counter to ÜberCharges, as it charges 40% faster than the standard ÜberCharge rate. It is mainly used when a medic is killed and the enemy team is known to have a significant Über advantage. It can also be used to carry out surprise bombs on the enemy medic, due to its nullification of knockback. It also has a faster healing rate, with a minimum of 34 hp per second and a maximum of 101 hp per second. &lt;br /&gt;
* '''Vaccinator''' - The Vaccinator trades a powerful Uber charge for four smaller charges that give 75% resistance to one of three damages: Explosive, Bullet, and Fire. It also increases the survivability of the Medic and his patient while healing because of a passive 10% resistance to one of the three damage types. However, it also a -66% overheal build rate.  In Highlander, it is used in very few situations.&lt;br /&gt;
&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
* '''Übersaw''' - Run by most competitive Medics, the Übersaw grants the Medic an ability to add 25% to the Über percentage by hitting an enemy player. This ability often grants the Medic an escape possibility, if he succeeds in hitting the chasing enemy and getting the Über that way.&lt;br /&gt;
* '''Amputator''' - Rarely used;  It enables a healing area effect, which allows to keep multiple teammates alive; it leaves the Medic very exposed though, as it requires for him to taunt. This weapon also boosts the Medic's passive health regeneration, but even this is not worth sacrificing the Ubersaw for.&lt;br /&gt;
* '''Solemn Vow''' - This weapon essentially gives Medic Spy-vision, meaning that Medic can view the names, health, and Ubercharge percentages of his enemies (if applicable). This can be useful for Medics who want to track the enemy Medic's Ubercharge. However, in high-level play, this weapon becomes less useful, as most Medics are capable of tracking the enemy's Uber mentally. This weapon also requires Medics to peek sightlines in order to get a good look at the enemy Medic. This is dangerous, especially if the other team has a competent Sniper.&lt;br /&gt;
* '''Vita-Saw''' - The Vita-Saw gives the Medic who uses it up to 20% Uber after death, with the cost of ten hp. It is currently banned from every Highlander league, because it gives the Medic who uses it a constant Uber advantage, and forces the other Medic to equip it to stay competitive.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic]]&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>108.162.245.30</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(Highlander)&amp;diff=48976</id>
		<title>Medic (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(Highlander)&amp;diff=48976"/>
		<updated>2017-03-02T21:07:27Z</updated>

		<summary type="html">&lt;p&gt;108.162.245.30: /* Primary weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is generally considered the most unique and one of the most important classes in Team Fortress 2. His ability to negate damage with his healing and usage of the ÜberCharge mechanic make him the core part of the team and led the development of the metagame based around ÜberCharges, pushing, holding and defending points.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
In all gamemodes, the Medic's main job is to keep his team in shape, by healing hurt teammates, allowing them to rejoin the fight and turn the tides of the battle in their favour. Usually, the Medic will prioritize some classes over others. The privileged classes are commonly referred to as ''the combo'', which consists of the [[Heavy (Highlander)|Heavy]], the [[Demoman (Highlander)|Demoman]], and the [[Pyro (Highlander)|Pyro]]. As for the other classes, some will sometimes receive just an overheal (such as the [[Scout (Highlander)|Scout]]), and some are required not to be healed at all (such as the [[Engineer(Highlander)|Engineer]] or the [[Spy (Highlander)|Spy]]).&lt;br /&gt;
&lt;br /&gt;
On maps without set-up time (such as [[King of the Hill]] or [[5CP]] maps), in the beginning of each round the Medic will give the Demoman an overheal, to enable him to [[rollout]] to the middle point. After that, he will give overheals to all players, and in the end, just before arriving on the point, will give a full overheal to the Heavy, bringing him to 450 HP.&lt;br /&gt;
&lt;br /&gt;
On maps with set-up time, the gameplay varies, depending on which side the Medic is on. In both cases, during set-up time, the Medic will prepare an ÜberCharge, that will be used later during a round. On attack, the Medic sometimes waits in spawn, not to risk losing (dropping) the Über by dying, while the team goes out without him, trying to get an important kill or force the enemy Medic to activate his Über, so that the attacking Über's importance rises.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge ===&lt;br /&gt;
{{Main|ÜberCharge}}&lt;br /&gt;
The ÜberCharge is one of the most important mechanics in the game. Often, the Über percentage will be the deciding factor in whether or not to push or hold a point. Über advantages don't play that important role in Highlander as they do in 6v6, but tracking the enemy Über is a good and useful trait, separating average Medics from good Medics.&lt;br /&gt;
&lt;br /&gt;
=== Positioning ===&lt;br /&gt;
It is very important that the Medic positions himself in a way that would make it harder to catch him out. Each map has its established holding points, which are the most beneficial for a Medic. Many of them are easy to escape from but hard to get into, and not in a direct line of sight from any possible [[Sniper (Highlander)|Sniper]] locations.&lt;br /&gt;
&lt;br /&gt;
Another key aspect of playing Medic on defense is knowing when to stay in, and when to back out. If the Medic stays in an unfavourable engagement and ends up dying with the rest of the team, not only will the team lose the currently defended point, but most likely lose the next one, as the Medic will not have the ÜberCharge, and the enemy team will most likely position itself in a way that would deny the defenders from trying to retake control of the point.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
Some of the Medic's weapons present very interesting aspects of gameplay, and can be used to execute different strategies.&lt;br /&gt;
&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
* '''Crusader's Crossbow''' - Most Medics' go-to primary weapon. The Crusader's Crossbow can heal the Medic's teammates by hitting them with the crossbow bolts, as can it damage the opponents. The Crossbow has the biggest possible amount of hit points healed per second in the game, and a successful hit on a teammate can easily change the outcome of a 1v1 battle. The damage and healing abide to the principle of reverse falloff - the farther the Medic is his teammate or opponent, the more hitpoints will he heal or take away from them. With the recent addition of arrow building (using the Crossbow to build Ubercharge), this weapon is objectively more useful than any other primary for Medic.&lt;br /&gt;
* '''Syringe Gun''' - The stock Syringe Gun is tied with the Blutsauger for the highest damage per second of any of the Medics primaries, but the Syringe Gun has a higher passive healing rate than the Blutsauger, making it more ideal for overall survivability. However, because it lacks the support potential of the Crusader's Crossbow, and since the Overdose's damage penalty is negligible, the Syringe Gun is not often used in Competitive.&lt;br /&gt;
* '''Overdose''' - Often preferred over the Syringe Gun despite its slightly lower damage output because of its speed boost dependent on the Medic's ÜberCharge percentage. The loss of damage is often negligible, and the upside of the increased movement speed will often enable the Medic to get out of a close-call situation.&lt;br /&gt;
* '''Blutsauger''' - Rarely used; its health on hit benefit is negligible compared to the lowered survivability of the Medic because of his weakened health regeneration.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
* '''Medi Gun''' - The stock Medi Gun has the best all-around Über, which turns the Medic and his patients invincible for a maximum of 8 seconds. However, it takes the longest of any Über to build, with a minimum of 40 seconds and a maximum of 80 seconds. The heal rate for the Medi Gun is minimum of 24 hp per seconds, and a maximum of 72 hp per seconds.&lt;br /&gt;
* '''Kritzkrieg''' - The Kritzkrieg is an interesting alternative to the Medi Gun. While having the same heal rate as the Medi Gun, the Kritzkrieg's Über charges 25% faster than the Medi Gun's Über, and grants the patient 100% crits when activated. This can be used to maintain an Über advantage by getting the crits before the enemy Medic gets Über, killing him, and recharging the Kritzkrieg. It can also be used as a high-risk, high-reward surprise play to kill the enemy Medic, who has Über. &lt;br /&gt;
* '''Quick-Fix''' - With the new update, the Quick-Fix is now a more viable competitive option. It is mainly used as a defensive tool and a counter to ÜberCharges, as it charges 40% faster than the standard ÜberCharge rate. It is mainly used when a medic is killed and the enemy team is known to have a significant Über advantage. It can also be used to carry out surprise bombs on the enemy medic, due to its nullification of knockback. It also has a faster healing rate, with a minimum of 34 hp per second and a maximum of 101 hp per second. &lt;br /&gt;
* '''Vaccinator''' - The Vaccinator trades a powerful Uber charge for four smaller charges that give 75% resistance to one of three damages: Explosive, Bullet, and Fire. It also increases the survivability of the Medic and his patient while healing because of a passive 10% resistance to one of the three damage types. However, it also a -66% overheal build rate.  In Highlander, it is used in very few situations.&lt;br /&gt;
&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
* '''Übersaw''' - Run by most competitive Medics, the Übersaw grants the Medic an ability to add 25% to the Über percentage by hitting an enemy player. This ability often grants the Medic an escape possibility, if he succeeds in hitting the chasing enemy and getting the Über that way.&lt;br /&gt;
* '''Amputator''' - Rarely used;  It enables a healing area effect, which allows to keep multiple teammates alive; it leaves the Medic very exposed though, as it requires for him to taunt.&lt;br /&gt;
* '''Solemn Vow''' - Allows the medic to see the opponents' health. Its upside is negated mainly by the usage of communication to call out weak targets.&lt;br /&gt;
* '''Vita-Saw''' - The Vita-Saw gives the Medic who uses it up to 20% Uber after death, with the cost of ten hp. It is currently banned from every Highlander league, because it gives the Medic who uses it a constant Uber advantage, and forces the other Medic to equip it to stay competitive.&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic]]&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>108.162.245.30</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Starkie&amp;diff=47095</id>
		<title>Starkie</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Starkie&amp;diff=47095"/>
		<updated>2017-02-09T20:33:45Z</updated>

		<summary type="html">&lt;p&gt;108.162.245.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{NewInfobox Player&lt;br /&gt;
|id=Starkie&lt;br /&gt;
|image=Starkie at ESA17.jpeg&lt;br /&gt;
|caption=Starkie competing with [[Se7en]] at [[Esports Arena Rewind 2017]].&lt;br /&gt;
|name=Luke Hageman&lt;br /&gt;
|birth_date={{birth_year_and_age|1996}}&lt;br /&gt;
|country=England&lt;br /&gt;
|country2=&lt;br /&gt;
|status=Inactive&lt;br /&gt;
|years_active=2010 - 2017&lt;br /&gt;
|team=&lt;br /&gt;
|role=Scout&lt;br /&gt;
|role2=Soldier&lt;br /&gt;
|format=6v6&lt;br /&gt;
|sponsor=&lt;br /&gt;
|ids=Stark&amp;lt;br /&amp;gt;&lt;br /&gt;
tonythetiger&lt;br /&gt;
|nicknames=&lt;br /&gt;
|site=&lt;br /&gt;
|etf2l=18096&lt;br /&gt;
|esea=&lt;br /&gt;
|tftv=starkie&lt;br /&gt;
|steam=76561198008003429 &lt;br /&gt;
|twitch=stark62&lt;br /&gt;
|youtube=Stark2k11&lt;br /&gt;
|twitter=starkie62&lt;br /&gt;
|facebook=&lt;br /&gt;
|gplus=&lt;br /&gt;
|fanclub=&lt;br /&gt;
|playlist=&lt;br /&gt;
|achievements=&lt;br /&gt;
{{Medal|1st}} {{LeagueIconSmall|etf2l|link=ETF2L 6v6 Season 22/Premiership|name=6v6 Season 22}} {{LeagueIconSmall|Dreamhack|link=Dreamhack Winter 2015}} {{LeagueIconSmall|Zowie|link=ZOWIE 16 Cup}} {{LeagueIconSmall|etf2l|link=ETF2L 6v6 Season 23/Premiership|name=6v6 Season 23}} {{LeagueIconSmall|razerarena|link=DreamHack_Summer_2016/Qualifiers/Closed/3|name=DreamHack Summer 2016: Closed Qualifier #3}} {{LeagueIconSmall|Dreamhack|link=Dreamhack Summer 2016}} {{LeagueIconSmall|etf2l|link=ETF2L 6v6 Season 24/Premiership|name=6v6 Season 24}} {{LeagueIconSmall|insomnia|Insomnia58}}  {{LeagueIconSmall|etf2l|link=ETF2L 6v6 Season 25/Premiership|name=6v6 Season 25}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Medal|2nd}} {{LeagueIconSmall|infoshow|InfoShow LAN Party 2014}} {{LeagueIconSmall|etf2l|link=ETF2L 6v6 Season 18|name=6v6 Season 18}} {{LeagueIconSmall|etf2l|link=ETF2L 6v6 Season 20|name=6v6 Season 20}} {{LeagueIconSmall|infoshow|InfoShow LAN Party 2015}} {{LeagueIconSmall|insomnia|Insomnia55}} {{LeagueIconSmall|tftv|link=Challengers Cup}} {{LeagueIconSmall|esa|link=Esports_Arena_Rewind_2017|Esports Arena Rewind 2017}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Medal|3rd}}/{{Medal|sf}} {{LeagueIconSmall|etf2l|link=ETF2L 6v6 Season 21|name=6v6 Season 21}}&amp;lt;br /&amp;gt;&lt;br /&gt;
|etf2lawards={{Medal|best|Upcoming Talent of the Season|ETF2L 6v6 Season 12}} {{icon|scout|Scout of the Season|ETF2L 6v6 Season 21}} {{icon|scout|Scout of the Season|ETF2L 6v6 Season 22}} {{Medal|best|Best Player of the Season|ETF2L 6v6 Season 21}} {{icon|scout|Scout of the Season|ETF2L 6v6 Season 23}} {{Medal|best|Best Player of the Season|ETF2L 6v6 Season 23}} {{icon|scout|Scout of the Season|ETF2L 6v6 Season 24}} {{Medal|best|Best Player of the Season|ETF2L 6v6 Season 24}} {{icon|scout|Flank Scout of the Season|ETF2L 6v6 Season 25}} {{Medal|best|Best Player of the Season|ETF2L 6v6 Season 25}}&lt;br /&gt;
|team_history= &lt;br /&gt;
{{TH|2012 - 2012 |aVenue eSports}}&lt;br /&gt;
{{TH|2012 - 2012 |Team Decerto}}&lt;br /&gt;
{{TH|2012 - 2012 |Damage Control}}&lt;br /&gt;
{{TH|2013 - 2013 |Team Reverto}}&lt;br /&gt;
{{TH|2014 - 2014 |Ayogurl}}&lt;br /&gt;
{{TH|2014 - 2014 |Awsomniac}}&lt;br /&gt;
{{TH|2014 - 2014 |Folding &amp;amp; Fragging}}&lt;br /&gt;
{{TH|2015 - 2015 |Ze Knutsson Rollerbladers}}&lt;br /&gt;
{{TH|2015 - 2015 |nerdRage}}&lt;br /&gt;
{{TH|2015 - 2016 |Reason Gaming}}&lt;br /&gt;
{{TH|2016 - 2016 |nerdRage}}&lt;br /&gt;
{{TH|2016 - 2016 |nameLess}}&lt;br /&gt;
{{TH|2016 - 2016 |Crowns Esports Club}}&lt;br /&gt;
{{TH|2016 - 2017 |Se7en}}&lt;br /&gt;
|retired=&lt;br /&gt;
|prize_money=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Luke '''&amp;quot;Starkie&amp;quot;''' Hageman is an English competitive Team Fortress 2 player, known of his appearance on multiple iterations of the [[i58]] winning [[Crowns eSports Club]] roster as well as his roles on [[nerdRage.tf2]], [[Reason Gaming]] and [[Ze Knutsson Rollerbladers]]. Starkie is often considered to be one of the greatest scouts of all time due to his flank [[Scout]] role on many top teams.&lt;br /&gt;
&lt;br /&gt;
On January 26, 2017 [[Drackk]] confirmed on stream that Starkie left [[Se7en]]'s roster for a lack of interest in the game. His final message to the TF2 community was &amp;quot;Stop calling my team slow.&amp;quot; (referring to Se7en)&lt;br /&gt;
&lt;br /&gt;
==Articles==&lt;br /&gt;
* {{ExternalMediaLink  |date=2017-02-06 |link=http://www.teamfortress.tv/39416/ |title=Starkie - The Rise To Sublimity |by={{flag|uken}}[[nyk]]  |of=[[teamfortresstv]] |event=  |event-link= |language= |translation= }}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;175px&amp;quot;&amp;gt;&lt;br /&gt;
Starkie at i55.jpeg|Starkie competing with [[nerdRage.tf2]] at [[Insomnia55]].&lt;br /&gt;
Starkie at DHW15.jpeg|Starkie competing with [[Reason Gaming]] at [[DreamHack Winter 2015]].&lt;br /&gt;
Starkie at DH16.jpeg|Starkie competing with [[nameLess]] at [[DreamHack Summer 2016]].&lt;br /&gt;
Starkie at ESA17 2.jpeg|Starkie competing with [[Se7en]] at [[Esports Arena Rewind 2017]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>108.162.245.30</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper_(Highlander)&amp;diff=47094</id>
		<title>Sniper (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper_(Highlander)&amp;diff=47094"/>
		<updated>2017-02-09T20:20:45Z</updated>

		<summary type="html">&lt;p&gt;108.162.245.30: /* Pick Priority */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:SniperIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Sniper]]&lt;br /&gt;
As that [[Highlander]] is a format with 1 of each class, both teams will have one [[Sniper]] at all times. It's usually up to the Sniper or one of the other [[Glossary#Metagame terms|Pick]] classes such as [[Scout]], [[Spy]], or [[Soldier]] to initiate a fight. The Sniper can be used to help either begin a push or make sure that a push doesn't begin by securing an important kill such as the [[Medic]], [[Heavy]] or [[Demoman]]. This key pick helps reduce the resistance or offensive capabilities of the enemy team during a push or hold. This is the biggest responsibility of a Sniper, and most of the Sniper's other responsibilities are directly tied to this. A lot of teams, especially regarding higher divisions, tend to adjust their playstyle to the quality of their sniper, which can lead to a &amp;quot;pocket-sniper&amp;quot;, where the teams strategies heavily revolve around this important pick class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== Pick Priority ===&lt;br /&gt;
&lt;br /&gt;
# '''Anybody who's attacking you'''. While your life isn't valued as much as demo or medic you are still a vital asset to the team fight so protecting your own life is placed before picks.&lt;br /&gt;
# The other '''[[Sniper]]'''. The enemy's Sniper is your counter, your Kryptonite, your nemesis. You two will be locked in a duel until you or him are dead. The other sniper poses such a threat as he can do everything you can and he is a danger to your team as you are to his. Eliminating him ASAP is advised but if he's nowhere in sight that's even more worrying...&lt;br /&gt;
# The '''[[Medic]]'''. Killing the Medic is relatively easy as he can be killed with an uncharged headshot or a fully charged bodyshot, when the medic is killed this means that it will be have to be another 40 seconds, plus respawn times, until the enemy team can have an Ubercharge giving your Combo the advantage. This also means that the enemy team is denied healing on the frontline of battle, meaning the flanking classes should get some easy picks or at least they will have to retreat.&lt;br /&gt;
# The '''[[Demoman]]'''. The Demoman's area denial is frustrating as passages and vital points can be blocked by stickies and grenade spam can deal up to 400 damage per clip. By killing the Demo all stickies set up are destroyed and your team is free to move in.&lt;br /&gt;
# The '''[[Heavy]]'''. The Heavy is the meat shield of the team and nearly always has overheal from the medic boosting him to 450 health. Despite his large hitbox and slow movement speed, skilled Heavies have learnt to duck and weave out of sniper shots. With the 20% resistance he receives from the Natascha and the Brass Beast he can survive fully charged headshots when fully buffed to 450. However when he is killed the team is more vulnerable to spam and flanks as a core element to the combo is dead.&lt;br /&gt;
# The '''[[Engineer]]'''. The humble Texan on his own is nothing to you but with his buildings he is much more of a threat as he stops your team from pushing. His death means that his buildings are not getting constant healing (or wrangled). However gunslinger engineer doesn't deliver as much denial as a wrench Engi so picking him of isn't as vital. But taking shots at his buildings when he's six-feet-under is advisable as every bit of damage helps for your team.&lt;br /&gt;
# The '''[[Pyro]]'''. The Pyro has limited range (even with the flare gun and other projectile weapons) but can air blast projectiles, harass with after burn and protect the combo easily. In short he is the bodyguard of the combo. But when he/she/it is dead your team's Spy as a lot more breathing room as his main counter is dead. Soldiers and Demos are free to spam as much as they like without the worry of their ammo being chucked back at them.&lt;br /&gt;
# The '''[[Soldier]]'''. The Soldier acts as an effective suicide bomber willing to place his life on the line for a valuable pick following more or less the same order of picks like you. Soldier tends to do the &amp;quot;Hit and Run&amp;quot; technique similar to Scout but at the cost of his own health when he rocket jumps. However when not bouncing round the map with his RPG he is rather easy to kill with a medium-sized hitbox and a slow movement speed. But practising how to air shot, headshot can make quick work of Soldier and giving the utmost pleasure when you achieve that.&lt;br /&gt;
# The '''[[Spy]]'''. The Spy is deadly to you as you are to him. The Spy like you is also classified as an assassin being able to get kills regardless of enemies health but his strength weakens with proximity (the spy excels at close range while the sniper excels at long). As his revolver and knife are much more dangerous at close range keeping your distance is advisable. Your kukri deals considerable damage and jarate and the SMG can be used to track him when he cloaks but your ears must be alert at all times.  But when killing him your team can be consoled that their spines are safe from being penetrated.&lt;br /&gt;
# The '''[[Scout]]'''. the Scout is rarely a threat to you unless he attacks you head on and killing him isn't game changing  but his 2x capture rate speeds up capturing time so denying a scout the objective is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Countersniping ===&lt;br /&gt;
&lt;br /&gt;
Snipers tend to try and have long sight-lines due to their ability to utilize these positions to create an advantage based on their long-range capabilities; these sight lines mean that the two Snipers can often see each other. Typically, Snipers attempt to shoot each other in order to become the dominant force between the two, because killing the other Sniper opens up an opportunity to safely [[Glossary#Metagame terms|Pick]] without the risk of taking a headshot. However some Snipers choose to ignore the enemy sniper and move to other sight lines to avoid the risk of dying.&lt;br /&gt;
&lt;br /&gt;
The Sniper versus Sniper fight is a very detailed one, with many servers hosted that are solely dedicated to letting Snipers fight each other at long range to help people refine their Sniper killing strategies. Some Snipers prefer to strafe around quickly left and right while out of scope and wait for the other Sniper to scope in before taking a shot. This is due to a few factors such as the extremely slow speed at which the Sniper moves while scoped in; he is unable to dodge a shot and is a standstill target while scoped in, meaning that the Sniper who scopes last will have the upper hand in a fight. Another reason why a Sniper may elect to shoot second is the fact that scoping in shows the enemy where you will be standing to take a shot - the enemy Sniper has an advantage here because he can choose where he stops and retains a small element of surprise due to being able to relocate himself. Other Snipers decide to disregard the &amp;quot;second scoping&amp;quot; tactic and decide to shoot first every time. This can be a hindrance to Snipers due to the difficulty of hitting shots on a randomly strafing target.&lt;br /&gt;
&lt;br /&gt;
=== Area denial ===&lt;br /&gt;
&lt;br /&gt;
The Sniper can effectively shut down entire attack routes with his innate ability to kill nearly anything in the game in one shot, given proper preparations and steady aim. Even without good aim the sheer presence of a Sniper can help to lock down an area. Snipers can ensure cart lanes and control points are clear, and can also help make sure flanking classes are kept away from important core classes.&lt;br /&gt;
&lt;br /&gt;
Areas of interest on most maps are important areas for Snipers to focus on; for example, Snipers should focus on shooting near the cart on Payload maps as it is usually an area saturated with easy kills in the form of light classes who are pushing the cart to help their team advance. This is one way that the Sniper can contribute to his team easily, by slowing down the enemy team's objective taking power.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Sniper]]&lt;br /&gt;
* [[Sniper (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>108.162.245.30</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=47093</id>
		<title>Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=47093"/>
		<updated>2017-02-09T20:18:59Z</updated>

		<summary type="html">&lt;p&gt;108.162.245.30: /* The Backburner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is the most defensive class in Highlander. The class's skillset allows them to diffuse large amounts of enemy aggression very quickly and easily, and as such they are generally entrusted with protecting the Combo or engineer nest along with the occasional spy-checking and deflecting spam through their Airblast. While the class' unique disruptive abilities are very powerful, the Pyro lacks both the mobility and range to be an effective combat class, and as such it is considered a '''Support''' class in Highlander.&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Pyro's unique abilities in the airblast allow it to float between sticking with his team's combo (usually composed of the Heavy, Medic, and Demoman) and supporting the flanking classes (usually composed of the Scout and Soldier, and occasionally the Engineer). Its abilities also allow it to push away Ubers and kill enemy spies fairly easily, making it an ideal partner for the Combo or Engineer. The Pyro excels at close range and can take out most classes in close proximity within few seconds. However, his lack of additional movement speed makes it difficult to hunt down targets safely. Some players opt a more offensive style of pyro, and will flank unsuspecting classes for quick, easy picks. This playstyle is known as the roaming pyro.&lt;br /&gt;
&lt;br /&gt;
The Pyro's Airblast is its most interesting mechanic and forcibly repositions the enemy, extinguishes burning teammates, and re/deflects enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk, and Crusader's Crossbow and Huntsman arrows). His afterburn, while a very weak mechanic, can finish off particularly weak enemies and trigger constant voice commands, making ambushing impossible for the duration of the burning.&lt;br /&gt;
 &lt;br /&gt;
===On Offense===&lt;br /&gt;
The Pyro is an invaluable asset on offense. His ability to deflect is important on team pushes as he can use it to disrupt enemy uber, reflect incoming projectiles off his team and eliminate enemy Spies attacking the Combo.&lt;br /&gt;
The Pyro, although important in pushes, does not make a good Medic buddy/Pocket due to his weapon's short range and overall manueverability. In some cases, using the ÜberCharge on the Pyro can be useful if attacking well-defended Sentry nests or if flanking on the enemy's position.&lt;br /&gt;
&lt;br /&gt;
===On Defense===&lt;br /&gt;
The Pyro is most important on defense, again mostly because of his Airblast ability, as well as his ability to spycheck. When defending, the Pyro is usually near the Engineer and his Sentry nest, spychecking and airblasting incoming projectiles (Payload) or he is following the Combo and providing support.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
&lt;br /&gt;
==== The Degreaser ====&lt;br /&gt;
&lt;br /&gt;
The Degreaser is the most widely used flame thrower in competitive play due to its 60% faster weapon switch time and damage debuffs that aren't very relevant. This allows the Pyro to swap between weapons almost instantly, thus allowing for more diversity in his play style when faced with differing situations during a match. The -25% damage penalty is a negligible downside to The Degreaser due to the fact that the Pyro is primarily a defensive class, and does not need the damage that other flame throwers provide for offensive purposes. It also matters less in that there are many, many ways to nullify afterburn, from inherent immunities, health regen and getting healed by a Medic or healthpack. Its fire particle damage is also nearly identical to the stock Flame Thrower, due to the way the game engine handles rounding. The Degreaser was popularized when the &amp;quot;Puff and Sting&amp;quot; combination was considered the strongest load out for the Pyro, which involved setting a target alight with the Degreaser, then using the faster weapon switch to take out the Axtinguisher, gaining the critical damage bonus from it. Nowadays, the Degreaser is most commonly paired with The Flare Gun, being able to gain the critical damage on a burning player that much easier, since the switch time on the Stock Flame Thrower is long enough for an afterburn immune enemy to stop being considered &amp;quot;on fire&amp;quot;. The switch speed is also important for baiting out projectile reflects and getting to your melee weapon quickly, which can be crucial when running the Homewrecker.&lt;br /&gt;
&lt;br /&gt;
==== The Flamethrower ====&lt;br /&gt;
&lt;br /&gt;
While it is the base on which other Flame Throwers are built off of, the stock Flame Thrower doesn't provide the same level of utility that the Degreaser offers, and is thus seldomly used in competitive play. The Stock is not the worst weapon, and still allows the Pyro to perform his usual responsibilities, only impaired by a moment of switch time. The Stock can also encourage a more aggressive style of play from the Pyro due to the presumed increased damage compared to the Degreaser, but this is usually looked down upon in competitive play as this leaves the combo at severe risk of spam and enemy spies if left alone.&lt;br /&gt;
&lt;br /&gt;
==== The Backburner ====&lt;br /&gt;
&lt;br /&gt;
The Backburner is intended for flanking and scoring critical hits from behind. Unfortunately, competitively, Pyro is much more of a support class: protecting the Engineer and the combo and reflecting incoming projectiles. Thus, the Backburner has little to no use in competitive play, due to the fact that a flanking Backburner Pyro is simply a worse Spy, and also due to the fact that the Backburner's hefty airblast penalty is crippling to your team's defense.&lt;br /&gt;
&lt;br /&gt;
==== The Phlogistinator ====&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator, while often looked at as a powerful public primary for the Pyro, is highly regarded as the worst flame thrower for competitive play. This is due almost entirely to the fact that it removes the Pyro's ability to airblast, and thus removing much of his utility such as being able to deflect spam and delay Übercharges. In exchange for this, he is granted 100% crit chance when using Mmmmph. A Pyro using The Phlogistinator is forced to play two considerably ineffective styles of play, the &amp;quot;W+M1&amp;quot; style which involves simply walking at the enemy while firing the weapon, which is looked down on by the majority of the competitive scene, or playing defensively with a Flare-based weapon, igniting enemies to build Mmmph from a distance, which relies on landing flares. The fact that the Phlogistinator's picking potential and effectiveness is heavily dependent on surprise (especially regarding the crits-mechanic), its sufficient usage is pretty much nullified by the aspect of communication, awareness and general calls given in a competitive enviroment.&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
&lt;br /&gt;
==== The Shotgun ====&lt;br /&gt;
&lt;br /&gt;
The stock shotgun is a very commonly used weapon by competitive Pyros. It allows the user to quickly dispatch of revealed Spies and Scouts that may be attacking the combo, as well as providing a surprising amount of damage to bombing Soldiers and Demomen. It's downsides are considered to be negligible, being that it can only be used as a close range weapon and does not provide any long range damage, but due to the Pyro's defensive role, this is not always needed.&lt;br /&gt;
&lt;br /&gt;
==== The Flare Gun ====&lt;br /&gt;
&lt;br /&gt;
Another commonly used weapon by competitive Pyros. This weapon replaces The Shotgun with a single flare that, when hitting an enemy, will set them alight. In addtion to this, if The Flare Gun hits an enemy that is already on fire, it will crit. The Flare Gun is widely used in combination with The Degreaser to quickly take care of Scouts and Spies, as well as being able to pick off retreating Soldiers and Demomen that may have been set alight in defense of the combo by using The Degreaser's faster weapon switch time to quickly swap to The Flare Gun, hit a critical strike on the enemy that has been set alight, and swap back. It can also be used to contribute to spam, and also provides the Pyro with a long range damage option. The downside, however, is that it requires much more accurate aiming to be effective, and it takes players a much longer time to master than the Shotgun.&lt;br /&gt;
&lt;br /&gt;
==== The Detonator ====&lt;br /&gt;
&lt;br /&gt;
This weapon's use is extremely similar to the Flare Gun's, but what distinguishes it from the latter is its self-damage bonus. Experienced Pyros may choose this weapon over the Flare Gun so they can &amp;quot;flare jump&amp;quot;, which gives Pyro much-needed mobility.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
&lt;br /&gt;
==== The Powerjack ====&lt;br /&gt;
One of the most commonly used melee weapons used in competitive Pyro play, The Powerjack grants the Pyro 15% movement speed while active, allowing him to quickly traverse the map, which can lend itself well to flanking enemies and moving to the action after a respawn. In addition to this, killing an enemy with The Powerjack will return  25HP to the Pyro, even over healing him if he happens to be over 150HP when scoring the kill. This can make the Pryo very resilient in sticky situations, but due to the Pyro's defensive nature, this will only be used in a pinch. The 20% melee damage while active may make melee fights with Spies and Scouts difficult, but an experienced Pyro will rarely put himself in this situation, and will only attack with The Powerjack to secure a kill on an injured opponent if his Flare Gun or Shotgun are not enough to finish the job.&lt;br /&gt;
&lt;br /&gt;
==== The Homewrecker ====&lt;br /&gt;
&lt;br /&gt;
Another commonly used melee for the Pyro, The Homewrecker deals 100% more damage to buildings - allowing Pyro to dispatch buildings such as mini-sentries and dispensers with ease. In addition to this, hitting a friendly building with The Homewrecker while it is sapped will destroy the sapper. This allows the Pyro to save the Engineer's sentry from Spies even after the Engineer has been killed. Overall, The Homewrecker acts as another asset for the support-oriented Pyro. The downside of -25% damage to players is negligible, as a Pyro will rarely be in a situation where they are forced to use their melee to defend themself.&lt;br /&gt;
&lt;br /&gt;
==== The Axtinguisher ==== &lt;br /&gt;
&lt;br /&gt;
The Axtinguisher used to be one of the most commonly used melee weapons for Pyros, both in competitive and public play. It was used as part of the &amp;quot;Puff and sting&amp;quot; combination with The Degreaser, where the player sets an opponent alight with his primary, then using The Degreasers faster weapon switch time to quickly hit the player with The Axtinguisher, gain a crit and dealing massive damage to them. The Axtinguisher was nerfed, however, and now only crits burning players from behind, and only mini-crits burning players from the front. In addition to this, it also deals -50% damage to non-burning players, which makes this weapon an almost useless choice for competitive play in comparison with the other melee options for Pyro.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Pyro]]&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>108.162.245.30</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=47092</id>
		<title>Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=47092"/>
		<updated>2017-02-09T20:18:37Z</updated>

		<summary type="html">&lt;p&gt;108.162.245.30: /* Primary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is the most defensive class in Highlander. The class's skillset allows them to diffuse large amounts of enemy aggression very quickly and easily, and as such they are generally entrusted with protecting the Combo or engineer nest along with the occasional spy-checking and deflecting spam through their Airblast. While the class' unique disruptive abilities are very powerful, the Pyro lacks both the mobility and range to be an effective combat class, and as such it is considered a '''Support''' class in Highlander.&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Pyro's unique abilities in the airblast allow it to float between sticking with his team's combo (usually composed of the Heavy, Medic, and Demoman) and supporting the flanking classes (usually composed of the Scout and Soldier, and occasionally the Engineer). Its abilities also allow it to push away Ubers and kill enemy spies fairly easily, making it an ideal partner for the Combo or Engineer. The Pyro excels at close range and can take out most classes in close proximity within few seconds. However, his lack of additional movement speed makes it difficult to hunt down targets safely. Some players opt a more offensive style of pyro, and will flank unsuspecting classes for quick, easy picks. This playstyle is known as the roaming pyro.&lt;br /&gt;
&lt;br /&gt;
The Pyro's Airblast is its most interesting mechanic and forcibly repositions the enemy, extinguishes burning teammates, and re/deflects enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk, and Crusader's Crossbow and Huntsman arrows). His afterburn, while a very weak mechanic, can finish off particularly weak enemies and trigger constant voice commands, making ambushing impossible for the duration of the burning.&lt;br /&gt;
 &lt;br /&gt;
===On Offense===&lt;br /&gt;
The Pyro is an invaluable asset on offense. His ability to deflect is important on team pushes as he can use it to disrupt enemy uber, reflect incoming projectiles off his team and eliminate enemy Spies attacking the Combo.&lt;br /&gt;
The Pyro, although important in pushes, does not make a good Medic buddy/Pocket due to his weapon's short range and overall manueverability. In some cases, using the ÜberCharge on the Pyro can be useful if attacking well-defended Sentry nests or if flanking on the enemy's position.&lt;br /&gt;
&lt;br /&gt;
===On Defense===&lt;br /&gt;
The Pyro is most important on defense, again mostly because of his Airblast ability, as well as his ability to spycheck. When defending, the Pyro is usually near the Engineer and his Sentry nest, spychecking and airblasting incoming projectiles (Payload) or he is following the Combo and providing support.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
&lt;br /&gt;
==== The Degreaser ====&lt;br /&gt;
&lt;br /&gt;
The Degreaser is the most widely used flame thrower in competitive play due to its 60% faster weapon switch time and damage debuffs that aren't very relevant. This allows the Pyro to swap between weapons almost instantly, thus allowing for more diversity in his play style when faced with differing situations during a match. The -25% damage penalty is a negligible downside to The Degreaser due to the fact that the Pyro is primarily a defensive class, and does not need the damage that other flame throwers provide for offensive purposes. It also matters less in that there are many, many ways to nullify afterburn, from inherent immunities, health regen and getting healed by a Medic or healthpack. Its fire particle damage is also nearly identical to the stock Flame Thrower, due to the way the game engine handles rounding. The Degreaser was popularized when the &amp;quot;Puff and Sting&amp;quot; combination was considered the strongest load out for the Pyro, which involved setting a target alight with the Degreaser, then using the faster weapon switch to take out the Axtinguisher, gaining the critical damage bonus from it. Nowadays, the Degreaser is most commonly paired with The Flare Gun, being able to gain the critical damage on a burning player that much easier, since the switch time on the Stock Flame Thrower is long enough for an afterburn immune enemy to stop being considered &amp;quot;on fire&amp;quot;. The switch speed is also important for baiting out projectile reflects and getting to your melee weapon quickly, which can be crucial when running the Homewrecker.&lt;br /&gt;
&lt;br /&gt;
==== The Flamethrower ====&lt;br /&gt;
&lt;br /&gt;
While it is the base on which other Flame Throwers are built off of, the stock Flame Thrower doesn't provide the same level of utility that the Degreaser offers, and is thus seldomly used in competitive play. The Stock is not the worst weapon, and still allows the Pyro to perform his usual responsibilities, only impaired by a moment of switch time. The Stock can also encourage a more aggressive style of play from the Pyro due to the presumed increased damage compared to the Degreaser, but this is usually looked down upon in competitive play as this leaves the combo at severe risk of spam and enemy spies if left alone.&lt;br /&gt;
&lt;br /&gt;
==== The Backburner ====&lt;br /&gt;
&lt;br /&gt;
The Backburner is intended for flanking and scoring critical hits from behind. Unfortunately, competitively, Pyro is much more of a support class: protecting the Engineer and the combo and reflecting incoming projectiles. Thus, the Backburner has little to no use in competitive play, due to the fact that a flanking Pyro is simply a worse Spy, and also due to the fact that the Backburner's hefty airblast penalty is crippling to your team's defense.&lt;br /&gt;
&lt;br /&gt;
==== The Phlogistinator ====&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator, while often looked at as a powerful public primary for the Pyro, is highly regarded as the worst flame thrower for competitive play. This is due almost entirely to the fact that it removes the Pyro's ability to airblast, and thus removing much of his utility such as being able to deflect spam and delay Übercharges. In exchange for this, he is granted 100% crit chance when using Mmmmph. A Pyro using The Phlogistinator is forced to play two considerably ineffective styles of play, the &amp;quot;W+M1&amp;quot; style which involves simply walking at the enemy while firing the weapon, which is looked down on by the majority of the competitive scene, or playing defensively with a Flare-based weapon, igniting enemies to build Mmmph from a distance, which relies on landing flares. The fact that the Phlogistinator's picking potential and effectiveness is heavily dependent on surprise (especially regarding the crits-mechanic), its sufficient usage is pretty much nullified by the aspect of communication, awareness and general calls given in a competitive enviroment.&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
&lt;br /&gt;
==== The Shotgun ====&lt;br /&gt;
&lt;br /&gt;
The stock shotgun is a very commonly used weapon by competitive Pyros. It allows the user to quickly dispatch of revealed Spies and Scouts that may be attacking the combo, as well as providing a surprising amount of damage to bombing Soldiers and Demomen. It's downsides are considered to be negligible, being that it can only be used as a close range weapon and does not provide any long range damage, but due to the Pyro's defensive role, this is not always needed.&lt;br /&gt;
&lt;br /&gt;
==== The Flare Gun ====&lt;br /&gt;
&lt;br /&gt;
Another commonly used weapon by competitive Pyros. This weapon replaces The Shotgun with a single flare that, when hitting an enemy, will set them alight. In addtion to this, if The Flare Gun hits an enemy that is already on fire, it will crit. The Flare Gun is widely used in combination with The Degreaser to quickly take care of Scouts and Spies, as well as being able to pick off retreating Soldiers and Demomen that may have been set alight in defense of the combo by using The Degreaser's faster weapon switch time to quickly swap to The Flare Gun, hit a critical strike on the enemy that has been set alight, and swap back. It can also be used to contribute to spam, and also provides the Pyro with a long range damage option. The downside, however, is that it requires much more accurate aiming to be effective, and it takes players a much longer time to master than the Shotgun.&lt;br /&gt;
&lt;br /&gt;
==== The Detonator ====&lt;br /&gt;
&lt;br /&gt;
This weapon's use is extremely similar to the Flare Gun's, but what distinguishes it from the latter is its self-damage bonus. Experienced Pyros may choose this weapon over the Flare Gun so they can &amp;quot;flare jump&amp;quot;, which gives Pyro much-needed mobility.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
&lt;br /&gt;
==== The Powerjack ====&lt;br /&gt;
One of the most commonly used melee weapons used in competitive Pyro play, The Powerjack grants the Pyro 15% movement speed while active, allowing him to quickly traverse the map, which can lend itself well to flanking enemies and moving to the action after a respawn. In addition to this, killing an enemy with The Powerjack will return  25HP to the Pyro, even over healing him if he happens to be over 150HP when scoring the kill. This can make the Pryo very resilient in sticky situations, but due to the Pyro's defensive nature, this will only be used in a pinch. The 20% melee damage while active may make melee fights with Spies and Scouts difficult, but an experienced Pyro will rarely put himself in this situation, and will only attack with The Powerjack to secure a kill on an injured opponent if his Flare Gun or Shotgun are not enough to finish the job.&lt;br /&gt;
&lt;br /&gt;
==== The Homewrecker ====&lt;br /&gt;
&lt;br /&gt;
Another commonly used melee for the Pyro, The Homewrecker deals 100% more damage to buildings - allowing Pyro to dispatch buildings such as mini-sentries and dispensers with ease. In addition to this, hitting a friendly building with The Homewrecker while it is sapped will destroy the sapper. This allows the Pyro to save the Engineer's sentry from Spies even after the Engineer has been killed. Overall, The Homewrecker acts as another asset for the support-oriented Pyro. The downside of -25% damage to players is negligible, as a Pyro will rarely be in a situation where they are forced to use their melee to defend themself.&lt;br /&gt;
&lt;br /&gt;
==== The Axtinguisher ==== &lt;br /&gt;
&lt;br /&gt;
The Axtinguisher used to be one of the most commonly used melee weapons for Pyros, both in competitive and public play. It was used as part of the &amp;quot;Puff and sting&amp;quot; combination with The Degreaser, where the player sets an opponent alight with his primary, then using The Degreasers faster weapon switch time to quickly hit the player with The Axtinguisher, gain a crit and dealing massive damage to them. The Axtinguisher was nerfed, however, and now only crits burning players from behind, and only mini-crits burning players from the front. In addition to this, it also deals -50% damage to non-burning players, which makes this weapon an almost useless choice for competitive play in comparison with the other melee options for Pyro.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Pyro]]&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>108.162.245.30</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=47091</id>
		<title>Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=47091"/>
		<updated>2017-02-09T20:15:02Z</updated>

		<summary type="html">&lt;p&gt;108.162.245.30: /* The Homewrecker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is the most defensive class in Highlander. The class's skillset allows them to diffuse large amounts of enemy aggression very quickly and easily, and as such they are generally entrusted with protecting the Combo or engineer nest along with the occasional spy-checking and deflecting spam through their Airblast. While the class' unique disruptive abilities are very powerful, the Pyro lacks both the mobility and range to be an effective combat class, and as such it is considered a '''Support''' class in Highlander.&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Pyro's unique abilities in the airblast allow it to float between sticking with his team's combo (usually composed of the Heavy, Medic, and Demoman) and supporting the flanking classes (usually composed of the Scout and Soldier, and occasionally the Engineer). Its abilities also allow it to push away Ubers and kill enemy spies fairly easily, making it an ideal partner for the Combo or Engineer. The Pyro excels at close range and can take out most classes in close proximity within few seconds. However, his lack of additional movement speed makes it difficult to hunt down targets safely. Some players opt a more offensive style of pyro, and will flank unsuspecting classes for quick, easy picks. This playstyle is known as the roaming pyro.&lt;br /&gt;
&lt;br /&gt;
The Pyro's Airblast is its most interesting mechanic and forcibly repositions the enemy, extinguishes burning teammates, and re/deflects enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk, and Crusader's Crossbow and Huntsman arrows). His afterburn, while a very weak mechanic, can finish off particularly weak enemies and trigger constant voice commands, making ambushing impossible for the duration of the burning.&lt;br /&gt;
 &lt;br /&gt;
===On Offense===&lt;br /&gt;
The Pyro is an invaluable asset on offense. His ability to deflect is important on team pushes as he can use it to disrupt enemy uber, reflect incoming projectiles off his team and eliminate enemy Spies attacking the Combo.&lt;br /&gt;
The Pyro, although important in pushes, does not make a good Medic buddy/Pocket due to his weapon's short range and overall manueverability. In some cases, using the ÜberCharge on the Pyro can be useful if attacking well-defended Sentry nests or if flanking on the enemy's position.&lt;br /&gt;
&lt;br /&gt;
===On Defense===&lt;br /&gt;
The Pyro is most important on defense, again mostly because of his Airblast ability, as well as his ability to spycheck. When defending, the Pyro is usually near the Engineer and his Sentry nest, spychecking and airblasting incoming projectiles (Payload) or he is following the Combo and providing support.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
&lt;br /&gt;
==== The Degreaser ====&lt;br /&gt;
&lt;br /&gt;
The Degreaser is the most widely used flame thrower in competitive play due to its 60% faster weapon switch time and damage debuffs that aren't very relevant. This allows the Pyro to swap between weapons almost instantly, thus allowing for more diversity in his play style when faced with differing situations during a match. The -25% damage penalty is a negligible downside to The Degreaser due to the fact that the Pyro is primarily a defensive class, and does not need the damage that other flame throwers provide for offensive purposes. It also matters less in that there are many, many ways to nullify afterburn, from inherent immunities, health regen and getting healed by a Medic or healthpack. Its fire particle damage is also nearly identical to the stock Flame Thrower, due to the way the game engine handles rounding. The Degreaser was popularized when the &amp;quot;Puff and Sting&amp;quot; combination was considered the strongest load out for the Pyro, which involved setting a target alight with the Degreaser, then using the faster weapon switch to take out the Axtinguisher, gaining the critical damage bonus from it. Nowadays, the Degreaser is most commonly paired with The Flare Gun, being able to gain the critical damage on a burning player that much easier, since the switch time on the Stock Flame Thrower is long enough for an afterburn immune enemy to stop being considered &amp;quot;on fire&amp;quot;. The switch speed is also important for baiting out projectile reflects and getting to your melee weapon quickly, which can be crucial when running the Homewrecker.&lt;br /&gt;
&lt;br /&gt;
==== The Flamethrower ====&lt;br /&gt;
&lt;br /&gt;
While it is the base on which other Flame Throwers are built off of, the stock Flame Thrower doesn't provide the same level of utility that the Degreaser offers, and is thus seldomly used in competitive play. The Stock is not the worst weapon, and still allows the Pyro to perform his usual responsibilities, only impaired by a moment of switch time. The Stock can also encourage a more aggressive style of play from the Pyro due to the presumed increased damage compared to the Degreaser, but this is usually looked down upon in competitive play as this leaves the combo at severe risk of spam and enemy spies if left alone.&lt;br /&gt;
&lt;br /&gt;
==== The Phlogistinator ====&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator, while often looked at as a powerful public primary for the Pyro, is highly regarded as the worst flame thrower for competitive play. This is due almost entirely to the fact that it removes the Pyro's ability to airblast, and thus removing much of his utility such as being able to deflect spam and delay Übercharges. In exchange for this, he is granted 100% crit chance when using Mmmmph. A Pyro using The Phlogistinator is forced to play two considerably ineffective styles of play, the &amp;quot;W+M1&amp;quot; style which involves simply walking at the enemy while firing the weapon, which is looked down on by the majority of the competitive scene, or playing defensively with a Flare-based weapon, igniting enemies to build Mmmph from a distance, which relies on landing flares. The fact that the Phlogistinator's picking potential and effectiveness is heavily dependent on surprise (especially regarding the crits-mechanic), its sufficient usage is pretty much nullified by the aspect of communication, awareness and general calls given in a competitive enviroment.&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
&lt;br /&gt;
==== The Shotgun ====&lt;br /&gt;
&lt;br /&gt;
The stock shotgun is a very commonly used weapon by competitive Pyros. It allows the user to quickly dispatch of revealed Spies and Scouts that may be attacking the combo, as well as providing a surprising amount of damage to bombing Soldiers and Demomen. It's downsides are considered to be negligible, being that it can only be used as a close range weapon and does not provide any long range damage, but due to the Pyro's defensive role, this is not always needed.&lt;br /&gt;
&lt;br /&gt;
==== The Flare Gun ====&lt;br /&gt;
&lt;br /&gt;
Another commonly used weapon by competitive Pyros. This weapon replaces The Shotgun with a single flare that, when hitting an enemy, will set them alight. In addtion to this, if The Flare Gun hits an enemy that is already on fire, it will crit. The Flare Gun is widely used in combination with The Degreaser to quickly take care of Scouts and Spies, as well as being able to pick off retreating Soldiers and Demomen that may have been set alight in defense of the combo by using The Degreaser's faster weapon switch time to quickly swap to The Flare Gun, hit a critical strike on the enemy that has been set alight, and swap back. It can also be used to contribute to spam, and also provides the Pyro with a long range damage option. The downside, however, is that it requires much more accurate aiming to be effective, and it takes players a much longer time to master than the Shotgun.&lt;br /&gt;
&lt;br /&gt;
==== The Detonator ====&lt;br /&gt;
&lt;br /&gt;
This weapon's use is extremely similar to the Flare Gun's, but what distinguishes it from the latter is its self-damage bonus. Experienced Pyros may choose this weapon over the Flare Gun so they can &amp;quot;flare jump&amp;quot;, which gives Pyro much-needed mobility.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
&lt;br /&gt;
==== The Powerjack ====&lt;br /&gt;
One of the most commonly used melee weapons used in competitive Pyro play, The Powerjack grants the Pyro 15% movement speed while active, allowing him to quickly traverse the map, which can lend itself well to flanking enemies and moving to the action after a respawn. In addition to this, killing an enemy with The Powerjack will return  25HP to the Pyro, even over healing him if he happens to be over 150HP when scoring the kill. This can make the Pryo very resilient in sticky situations, but due to the Pyro's defensive nature, this will only be used in a pinch. The 20% melee damage while active may make melee fights with Spies and Scouts difficult, but an experienced Pyro will rarely put himself in this situation, and will only attack with The Powerjack to secure a kill on an injured opponent if his Flare Gun or Shotgun are not enough to finish the job.&lt;br /&gt;
&lt;br /&gt;
==== The Homewrecker ====&lt;br /&gt;
&lt;br /&gt;
Another commonly used melee for the Pyro, The Homewrecker deals 100% more damage to buildings - allowing Pyro to dispatch buildings such as mini-sentries and dispensers with ease. In addition to this, hitting a friendly building with The Homewrecker while it is sapped will destroy the sapper. This allows the Pyro to save the Engineer's sentry from Spies even after the Engineer has been killed. Overall, The Homewrecker acts as another asset for the support-oriented Pyro. The downside of -25% damage to players is negligible, as a Pyro will rarely be in a situation where they are forced to use their melee to defend themself.&lt;br /&gt;
&lt;br /&gt;
==== The Axtinguisher ==== &lt;br /&gt;
&lt;br /&gt;
The Axtinguisher used to be one of the most commonly used melee weapons for Pyros, both in competitive and public play. It was used as part of the &amp;quot;Puff and sting&amp;quot; combination with The Degreaser, where the player sets an opponent alight with his primary, then using The Degreasers faster weapon switch time to quickly hit the player with The Axtinguisher, gain a crit and dealing massive damage to them. The Axtinguisher was nerfed, however, and now only crits burning players from behind, and only mini-crits burning players from the front. In addition to this, it also deals -50% damage to non-burning players, which makes this weapon an almost useless choice for competitive play in comparison with the other melee options for Pyro.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Pyro]]&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>108.162.245.30</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=47090</id>
		<title>Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=47090"/>
		<updated>2017-02-09T20:14:48Z</updated>

		<summary type="html">&lt;p&gt;108.162.245.30: /* The Homewrecker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is the most defensive class in Highlander. The class's skillset allows them to diffuse large amounts of enemy aggression very quickly and easily, and as such they are generally entrusted with protecting the Combo or engineer nest along with the occasional spy-checking and deflecting spam through their Airblast. While the class' unique disruptive abilities are very powerful, the Pyro lacks both the mobility and range to be an effective combat class, and as such it is considered a '''Support''' class in Highlander.&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Pyro's unique abilities in the airblast allow it to float between sticking with his team's combo (usually composed of the Heavy, Medic, and Demoman) and supporting the flanking classes (usually composed of the Scout and Soldier, and occasionally the Engineer). Its abilities also allow it to push away Ubers and kill enemy spies fairly easily, making it an ideal partner for the Combo or Engineer. The Pyro excels at close range and can take out most classes in close proximity within few seconds. However, his lack of additional movement speed makes it difficult to hunt down targets safely. Some players opt a more offensive style of pyro, and will flank unsuspecting classes for quick, easy picks. This playstyle is known as the roaming pyro.&lt;br /&gt;
&lt;br /&gt;
The Pyro's Airblast is its most interesting mechanic and forcibly repositions the enemy, extinguishes burning teammates, and re/deflects enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk, and Crusader's Crossbow and Huntsman arrows). His afterburn, while a very weak mechanic, can finish off particularly weak enemies and trigger constant voice commands, making ambushing impossible for the duration of the burning.&lt;br /&gt;
 &lt;br /&gt;
===On Offense===&lt;br /&gt;
The Pyro is an invaluable asset on offense. His ability to deflect is important on team pushes as he can use it to disrupt enemy uber, reflect incoming projectiles off his team and eliminate enemy Spies attacking the Combo.&lt;br /&gt;
The Pyro, although important in pushes, does not make a good Medic buddy/Pocket due to his weapon's short range and overall manueverability. In some cases, using the ÜberCharge on the Pyro can be useful if attacking well-defended Sentry nests or if flanking on the enemy's position.&lt;br /&gt;
&lt;br /&gt;
===On Defense===&lt;br /&gt;
The Pyro is most important on defense, again mostly because of his Airblast ability, as well as his ability to spycheck. When defending, the Pyro is usually near the Engineer and his Sentry nest, spychecking and airblasting incoming projectiles (Payload) or he is following the Combo and providing support.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
&lt;br /&gt;
==== The Degreaser ====&lt;br /&gt;
&lt;br /&gt;
The Degreaser is the most widely used flame thrower in competitive play due to its 60% faster weapon switch time and damage debuffs that aren't very relevant. This allows the Pyro to swap between weapons almost instantly, thus allowing for more diversity in his play style when faced with differing situations during a match. The -25% damage penalty is a negligible downside to The Degreaser due to the fact that the Pyro is primarily a defensive class, and does not need the damage that other flame throwers provide for offensive purposes. It also matters less in that there are many, many ways to nullify afterburn, from inherent immunities, health regen and getting healed by a Medic or healthpack. Its fire particle damage is also nearly identical to the stock Flame Thrower, due to the way the game engine handles rounding. The Degreaser was popularized when the &amp;quot;Puff and Sting&amp;quot; combination was considered the strongest load out for the Pyro, which involved setting a target alight with the Degreaser, then using the faster weapon switch to take out the Axtinguisher, gaining the critical damage bonus from it. Nowadays, the Degreaser is most commonly paired with The Flare Gun, being able to gain the critical damage on a burning player that much easier, since the switch time on the Stock Flame Thrower is long enough for an afterburn immune enemy to stop being considered &amp;quot;on fire&amp;quot;. The switch speed is also important for baiting out projectile reflects and getting to your melee weapon quickly, which can be crucial when running the Homewrecker.&lt;br /&gt;
&lt;br /&gt;
==== The Flamethrower ====&lt;br /&gt;
&lt;br /&gt;
While it is the base on which other Flame Throwers are built off of, the stock Flame Thrower doesn't provide the same level of utility that the Degreaser offers, and is thus seldomly used in competitive play. The Stock is not the worst weapon, and still allows the Pyro to perform his usual responsibilities, only impaired by a moment of switch time. The Stock can also encourage a more aggressive style of play from the Pyro due to the presumed increased damage compared to the Degreaser, but this is usually looked down upon in competitive play as this leaves the combo at severe risk of spam and enemy spies if left alone.&lt;br /&gt;
&lt;br /&gt;
==== The Phlogistinator ====&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator, while often looked at as a powerful public primary for the Pyro, is highly regarded as the worst flame thrower for competitive play. This is due almost entirely to the fact that it removes the Pyro's ability to airblast, and thus removing much of his utility such as being able to deflect spam and delay Übercharges. In exchange for this, he is granted 100% crit chance when using Mmmmph. A Pyro using The Phlogistinator is forced to play two considerably ineffective styles of play, the &amp;quot;W+M1&amp;quot; style which involves simply walking at the enemy while firing the weapon, which is looked down on by the majority of the competitive scene, or playing defensively with a Flare-based weapon, igniting enemies to build Mmmph from a distance, which relies on landing flares. The fact that the Phlogistinator's picking potential and effectiveness is heavily dependent on surprise (especially regarding the crits-mechanic), its sufficient usage is pretty much nullified by the aspect of communication, awareness and general calls given in a competitive enviroment.&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
&lt;br /&gt;
==== The Shotgun ====&lt;br /&gt;
&lt;br /&gt;
The stock shotgun is a very commonly used weapon by competitive Pyros. It allows the user to quickly dispatch of revealed Spies and Scouts that may be attacking the combo, as well as providing a surprising amount of damage to bombing Soldiers and Demomen. It's downsides are considered to be negligible, being that it can only be used as a close range weapon and does not provide any long range damage, but due to the Pyro's defensive role, this is not always needed.&lt;br /&gt;
&lt;br /&gt;
==== The Flare Gun ====&lt;br /&gt;
&lt;br /&gt;
Another commonly used weapon by competitive Pyros. This weapon replaces The Shotgun with a single flare that, when hitting an enemy, will set them alight. In addtion to this, if The Flare Gun hits an enemy that is already on fire, it will crit. The Flare Gun is widely used in combination with The Degreaser to quickly take care of Scouts and Spies, as well as being able to pick off retreating Soldiers and Demomen that may have been set alight in defense of the combo by using The Degreaser's faster weapon switch time to quickly swap to The Flare Gun, hit a critical strike on the enemy that has been set alight, and swap back. It can also be used to contribute to spam, and also provides the Pyro with a long range damage option. The downside, however, is that it requires much more accurate aiming to be effective, and it takes players a much longer time to master than the Shotgun.&lt;br /&gt;
&lt;br /&gt;
==== The Detonator ====&lt;br /&gt;
&lt;br /&gt;
This weapon's use is extremely similar to the Flare Gun's, but what distinguishes it from the latter is its self-damage bonus. Experienced Pyros may choose this weapon over the Flare Gun so they can &amp;quot;flare jump&amp;quot;, which gives Pyro much-needed mobility.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
&lt;br /&gt;
==== The Powerjack ====&lt;br /&gt;
One of the most commonly used melee weapons used in competitive Pyro play, The Powerjack grants the Pyro 15% movement speed while active, allowing him to quickly traverse the map, which can lend itself well to flanking enemies and moving to the action after a respawn. In addition to this, killing an enemy with The Powerjack will return  25HP to the Pyro, even over healing him if he happens to be over 150HP when scoring the kill. This can make the Pryo very resilient in sticky situations, but due to the Pyro's defensive nature, this will only be used in a pinch. The 20% melee damage while active may make melee fights with Spies and Scouts difficult, but an experienced Pyro will rarely put himself in this situation, and will only attack with The Powerjack to secure a kill on an injured opponent if his Flare Gun or Shotgun are not enough to finish the job.&lt;br /&gt;
&lt;br /&gt;
==== The Homewrecker ====&lt;br /&gt;
&lt;br /&gt;
Another commonly used melee for the Pyro, The Homewrecker deals 100% more damage to buildings - allowing Pyro to dispatch buildings such as mini-sentries and dispensers with ease. In addition to this, hitting a friendly building with The Homewrecker while it is sapped will destroy the sapper. This allows the Pyro to save the Engineer's sentry from Spies even after the Engineer has been killed. Overall, The Homewrecker acts as another asset for the support-oriented Pyro. The downside of -25% damage to players is negligible, as a Pyro will rarely be in a situation where they are forced to use their melee to defend theirself.&lt;br /&gt;
&lt;br /&gt;
==== The Axtinguisher ==== &lt;br /&gt;
&lt;br /&gt;
The Axtinguisher used to be one of the most commonly used melee weapons for Pyros, both in competitive and public play. It was used as part of the &amp;quot;Puff and sting&amp;quot; combination with The Degreaser, where the player sets an opponent alight with his primary, then using The Degreasers faster weapon switch time to quickly hit the player with The Axtinguisher, gain a crit and dealing massive damage to them. The Axtinguisher was nerfed, however, and now only crits burning players from behind, and only mini-crits burning players from the front. In addition to this, it also deals -50% damage to non-burning players, which makes this weapon an almost useless choice for competitive play in comparison with the other melee options for Pyro.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Pyro]]&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>108.162.245.30</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=47089</id>
		<title>Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=47089"/>
		<updated>2017-02-09T20:11:36Z</updated>

		<summary type="html">&lt;p&gt;108.162.245.30: /* The Homewrecker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is the most defensive class in Highlander. The class's skillset allows them to diffuse large amounts of enemy aggression very quickly and easily, and as such they are generally entrusted with protecting the Combo or engineer nest along with the occasional spy-checking and deflecting spam through their Airblast. While the class' unique disruptive abilities are very powerful, the Pyro lacks both the mobility and range to be an effective combat class, and as such it is considered a '''Support''' class in Highlander.&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Pyro's unique abilities in the airblast allow it to float between sticking with his team's combo (usually composed of the Heavy, Medic, and Demoman) and supporting the flanking classes (usually composed of the Scout and Soldier, and occasionally the Engineer). Its abilities also allow it to push away Ubers and kill enemy spies fairly easily, making it an ideal partner for the Combo or Engineer. The Pyro excels at close range and can take out most classes in close proximity within few seconds. However, his lack of additional movement speed makes it difficult to hunt down targets safely. Some players opt a more offensive style of pyro, and will flank unsuspecting classes for quick, easy picks. This playstyle is known as the roaming pyro.&lt;br /&gt;
&lt;br /&gt;
The Pyro's Airblast is its most interesting mechanic and forcibly repositions the enemy, extinguishes burning teammates, and re/deflects enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk, and Crusader's Crossbow and Huntsman arrows). His afterburn, while a very weak mechanic, can finish off particularly weak enemies and trigger constant voice commands, making ambushing impossible for the duration of the burning.&lt;br /&gt;
 &lt;br /&gt;
===On Offense===&lt;br /&gt;
The Pyro is an invaluable asset on offense. His ability to deflect is important on team pushes as he can use it to disrupt enemy uber, reflect incoming projectiles off his team and eliminate enemy Spies attacking the Combo.&lt;br /&gt;
The Pyro, although important in pushes, does not make a good Medic buddy/Pocket due to his weapon's short range and overall manueverability. In some cases, using the ÜberCharge on the Pyro can be useful if attacking well-defended Sentry nests or if flanking on the enemy's position.&lt;br /&gt;
&lt;br /&gt;
===On Defense===&lt;br /&gt;
The Pyro is most important on defense, again mostly because of his Airblast ability, as well as his ability to spycheck. When defending, the Pyro is usually near the Engineer and his Sentry nest, spychecking and airblasting incoming projectiles (Payload) or he is following the Combo and providing support.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
&lt;br /&gt;
==== The Degreaser ====&lt;br /&gt;
&lt;br /&gt;
The Degreaser is the most widely used flame thrower in competitive play due to its 60% faster weapon switch time and damage debuffs that aren't very relevant. This allows the Pyro to swap between weapons almost instantly, thus allowing for more diversity in his play style when faced with differing situations during a match. The -25% damage penalty is a negligible downside to The Degreaser due to the fact that the Pyro is primarily a defensive class, and does not need the damage that other flame throwers provide for offensive purposes. It also matters less in that there are many, many ways to nullify afterburn, from inherent immunities, health regen and getting healed by a Medic or healthpack. Its fire particle damage is also nearly identical to the stock Flame Thrower, due to the way the game engine handles rounding. The Degreaser was popularized when the &amp;quot;Puff and Sting&amp;quot; combination was considered the strongest load out for the Pyro, which involved setting a target alight with the Degreaser, then using the faster weapon switch to take out the Axtinguisher, gaining the critical damage bonus from it. Nowadays, the Degreaser is most commonly paired with The Flare Gun, being able to gain the critical damage on a burning player that much easier, since the switch time on the Stock Flame Thrower is long enough for an afterburn immune enemy to stop being considered &amp;quot;on fire&amp;quot;. The switch speed is also important for baiting out projectile reflects and getting to your melee weapon quickly, which can be crucial when running the Homewrecker.&lt;br /&gt;
&lt;br /&gt;
==== The Flamethrower ====&lt;br /&gt;
&lt;br /&gt;
While it is the base on which other Flame Throwers are built off of, the stock Flame Thrower doesn't provide the same level of utility that the Degreaser offers, and is thus seldomly used in competitive play. The Stock is not the worst weapon, and still allows the Pyro to perform his usual responsibilities, only impaired by a moment of switch time. The Stock can also encourage a more aggressive style of play from the Pyro due to the presumed increased damage compared to the Degreaser, but this is usually looked down upon in competitive play as this leaves the combo at severe risk of spam and enemy spies if left alone.&lt;br /&gt;
&lt;br /&gt;
==== The Phlogistinator ====&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator, while often looked at as a powerful public primary for the Pyro, is highly regarded as the worst flame thrower for competitive play. This is due almost entirely to the fact that it removes the Pyro's ability to airblast, and thus removing much of his utility such as being able to deflect spam and delay Übercharges. In exchange for this, he is granted 100% crit chance when using Mmmmph. A Pyro using The Phlogistinator is forced to play two considerably ineffective styles of play, the &amp;quot;W+M1&amp;quot; style which involves simply walking at the enemy while firing the weapon, which is looked down on by the majority of the competitive scene, or playing defensively with a Flare-based weapon, igniting enemies to build Mmmph from a distance, which relies on landing flares. The fact that the Phlogistinator's picking potential and effectiveness is heavily dependent on surprise (especially regarding the crits-mechanic), its sufficient usage is pretty much nullified by the aspect of communication, awareness and general calls given in a competitive enviroment.&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
&lt;br /&gt;
==== The Shotgun ====&lt;br /&gt;
&lt;br /&gt;
The stock shotgun is a very commonly used weapon by competitive Pyros. It allows the user to quickly dispatch of revealed Spies and Scouts that may be attacking the combo, as well as providing a surprising amount of damage to bombing Soldiers and Demomen. It's downsides are considered to be negligible, being that it can only be used as a close range weapon and does not provide any long range damage, but due to the Pyro's defensive role, this is not always needed.&lt;br /&gt;
&lt;br /&gt;
==== The Flare Gun ====&lt;br /&gt;
&lt;br /&gt;
Another commonly used weapon by competitive Pyros. This weapon replaces The Shotgun with a single flare that, when hitting an enemy, will set them alight. In addtion to this, if The Flare Gun hits an enemy that is already on fire, it will crit. The Flare Gun is widely used in combination with The Degreaser to quickly take care of Scouts and Spies, as well as being able to pick off retreating Soldiers and Demomen that may have been set alight in defense of the combo by using The Degreaser's faster weapon switch time to quickly swap to The Flare Gun, hit a critical strike on the enemy that has been set alight, and swap back. It can also be used to contribute to spam, and also provides the Pyro with a long range damage option. The downside, however, is that it requires much more accurate aiming to be effective, and it takes players a much longer time to master than the Shotgun.&lt;br /&gt;
&lt;br /&gt;
==== The Detonator ====&lt;br /&gt;
&lt;br /&gt;
This weapon's use is extremely similar to the Flare Gun's, but what distinguishes it from the latter is its self-damage bonus. Experienced Pyros may choose this weapon over the Flare Gun so they can &amp;quot;flare jump&amp;quot;, which gives Pyro much-needed mobility.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
&lt;br /&gt;
==== The Powerjack ====&lt;br /&gt;
One of the most commonly used melee weapons used in competitive Pyro play, The Powerjack grants the Pyro 15% movement speed while active, allowing him to quickly traverse the map, which can lend itself well to flanking enemies and moving to the action after a respawn. In addition to this, killing an enemy with The Powerjack will return  25HP to the Pyro, even over healing him if he happens to be over 150HP when scoring the kill. This can make the Pryo very resilient in sticky situations, but due to the Pyro's defensive nature, this will only be used in a pinch. The 20% melee damage while active may make melee fights with Spies and Scouts difficult, but an experienced Pyro will rarely put himself in this situation, and will only attack with The Powerjack to secure a kill on an injured opponent if his Flare Gun or Shotgun are not enough to finish the job.&lt;br /&gt;
&lt;br /&gt;
==== The Homewrecker ====&lt;br /&gt;
&lt;br /&gt;
Another commonly used melee for the Pyro, The Homewrecker, deals 100% more damage to buildings - allowing Pyro to dispatch buildings such as mini-sentries and dispensers with ease. In addition to this, hitting a friendly building with The Homewrecker while it is sapped will destroy the sapper. This allows the Pyro to save the Engineer's sentry from Spies even after the Engineer has been killed. Overall, The Homewrecker acts as another asset for the support-oriented Pyro. The downside of -25% damage to players is negligible, as a Pyro will rarely be in a situation where they are forced to use their melee to defend theirself.&lt;br /&gt;
&lt;br /&gt;
==== The Axtinguisher ==== &lt;br /&gt;
&lt;br /&gt;
The Axtinguisher used to be one of the most commonly used melee weapons for Pyros, both in competitive and public play. It was used as part of the &amp;quot;Puff and sting&amp;quot; combination with The Degreaser, where the player sets an opponent alight with his primary, then using The Degreasers faster weapon switch time to quickly hit the player with The Axtinguisher, gain a crit and dealing massive damage to them. The Axtinguisher was nerfed, however, and now only crits burning players from behind, and only mini-crits burning players from the front. In addition to this, it also deals -50% damage to non-burning players, which makes this weapon an almost useless choice for competitive play in comparison with the other melee options for Pyro.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Pyro]]&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>108.162.245.30</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=45038</id>
		<title>Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=45038"/>
		<updated>2017-01-24T20:01:05Z</updated>

		<summary type="html">&lt;p&gt;108.162.245.30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is the most defensive class in Highlander. The class's skillset allows them to diffuse large amounts of enemy aggression very quickly and easily, and as such they are generally entrusted with protecting the Combo or engineer nest along with the occasional spy-checking and deflecting spam through their Airblast. While the class' unique disruptive abilities are very powerful, the Pyro lacks both the mobility and range to be an effective combat class, and as such it is considered a '''Support''' class in Highlander.&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Pyro's unique abilities in the airblast allow it to float between sticking with his team's combo (usually composed of the Heavy, Medic, and Demoman) and supporting the flanking classes (usually composed of the Scout and Soldier, and occasionally the Engineer). Its abilities also allow it to push away Ubers and kill enemy spies fairly easily, making it an ideal partner for the Combo or Engineer. The Pyro excels at close range and can take out most classes in close proximity within few seconds. However, his lack of additional movement speed makes it difficult to hunt down targets safely. Some players opt a more offensive style of pyro, and will flank unsuspecting classes for quick, easy picks. This playstyle is known as the roaming pyro.&lt;br /&gt;
&lt;br /&gt;
The Pyro's Airblast is its most interesting mechanic and forcibly repositions the enemy, extinguishes burning teammates, and re/deflects enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk, and Crusader's Crossbow and Huntsman arrows). His afterburn, while a very weak mechanic, can finish off particularly weak enemies and trigger constant voice commands, making ambushing impossible for the duration of the burning.&lt;br /&gt;
 &lt;br /&gt;
===On Offense===&lt;br /&gt;
The Pyro is an invaluable asset on offense. His ability to deflect is important on team pushes as he can use it to disrupt enemy uber, reflect incoming projectiles off his team and eliminate enemy Spies attacking the Combo.&lt;br /&gt;
The Pyro, although important in pushes, does not make a good Medic buddy/Pocket due to his weapon's short range and overall manueverability. In some cases, using the ÜberCharge on the Pyro can be useful if attacking well-defended Sentry nests or if flanking on the enemy's position.&lt;br /&gt;
&lt;br /&gt;
===On Defense===&lt;br /&gt;
The Pyro is most important on defense, again mostly because of his Airblast ability, as well as his ability to spycheck. When defending, the Pyro is usually near the Engineer and his Sentry nest, spychecking and airblasting incoming projectiles (Payload) or he is following the Combo and providing support.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
&lt;br /&gt;
==== The Degreaser ====&lt;br /&gt;
&lt;br /&gt;
The Degreaser is the most widely used flame thrower in competitive play due to its 60% faster weapon switch time and damage debuffs that aren't very relevant. This allows the Pyro to swap between weapons almost instantly, thus allowing for more diversity in his play style when faced with differing situations during a match. The -25% damage penalty is a negligible downside to The Degreaser due to the fact that the Pyro is primarily a defensive class, and does not need the damage that other flame throwers provide for offensive purposes. It also matters less in that there are many, many ways to nullify afterburn, from inherent immunities, health regen and getting healed by a Medic or healthpack. Its fire particle damage is also nearly identical to the stock Flame Thrower, due to the way the game engine handles rounding. The Degreaser was popularized when the &amp;quot;Puff and Sting&amp;quot; combination was considered the strongest load out for the Pyro, which involved setting a target alight with the Degreaser, then using the faster weapon switch to take out the Axtinguisher, gaining the critical damage bonus from it. Nowadays, the Degreaser is most commonly paired with The Flare Gun, being able to gain the critical damage on a burning player that much easier, since the switch time on the Stock Flame Thrower is long enough for an afterburn immune enemy to stop being considered &amp;quot;on fire&amp;quot;. The switch speed is also important for baiting out projectile reflects and getting to your melee weapon quickly, which can be crucial when running the Homewrecker.&lt;br /&gt;
&lt;br /&gt;
==== The Flamethrower ====&lt;br /&gt;
&lt;br /&gt;
While it is the base on which other Flame Throwers are built off of, the stock Flame Thrower doesn't provide the same level of utility that the Degreaser offers, and is thus seldomly used in competitive play. The Stock is not the worst weapon, and still allows the Pyro to perform his usual responsibilities, only impaired by a moment of switch time. The Stock can also encourage a more aggressive style of play from the Pyro due to the presumed increased damage compared to the Degreaser, but this is usually looked down upon in competitive play as this leaves the combo at severe risk of spam and enemy spies if left alone.&lt;br /&gt;
&lt;br /&gt;
==== The Phlogistinator ====&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator, while often looked at as a powerful public primary for the Pyro, is highly regarded as the worst flame thrower for competitive play. This is due almost entirely to the fact that it removes the Pyro's ability to airblast, and thus removing much of his utility such as being able to deflect spam and delay Übercharges. In exchange for this, he is granted 100% crit chance when using Mmmmph. A Pyro using The Phlogistinator is forced to play two considerably ineffective styles of play, the &amp;quot;W+M1&amp;quot; style which involves simply walking at the enemy while firing the weapon, which is looked down on by the majority of the competitive scene, or playing defensively with a Flare-based weapon, igniting enemies to build Mmmph from a distance, which relies on landing flares. The fact that the Phlogistinator's picking potential and effectiveness is heavily dependent on surprise (especially regarding the crits-mechanic), its sufficient usage is pretty much nullified by the aspect of communication, awareness and general calls given in a competitive enviroment.&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
&lt;br /&gt;
==== The Shotgun ====&lt;br /&gt;
&lt;br /&gt;
The stock shotgun is a very commonly used weapon by competitive Pyros. It allows the user to quickly dispatch of revealed Spies and Scouts that may be attacking the combo, as well as providing a surprising amount of damage to bombing Soldiers and Demomen. It's downsides are considered to be negligible, being that it can only be used as a close range weapon and does not provide any long range damage, but due to the Pyro's defensive role, this is not always needed.&lt;br /&gt;
&lt;br /&gt;
==== The Flare Gun ====&lt;br /&gt;
&lt;br /&gt;
Another commonly used weapon by competitive Pyros. This weapon replaces The Shotgun with a single flare that, when hitting an enemy, will set them alight. In addtion to this, if The Flare Gun hits an enemy that is already on fire, it will crit. The Flare Gun is widely used in combination with The Degreaser to quickly take care of Scouts and Spies, as well as being able to pick off retreating Soldiers and Demomen that may have been set alight in defense of the combo by using The Degreaser's faster weapon switch time to quickly swap to The Flare Gun, hit a critical strike on the enemy that has been set alight, and swap back. It can also be used to contribute to spam, and also provides the Pyro with a long range damage option. The downside, however, is that it requires much more accurate aiming to be effective, and it takes players a much longer time to master than the Shotgun.&lt;br /&gt;
&lt;br /&gt;
==== The Detonator ====&lt;br /&gt;
&lt;br /&gt;
This weapon's use is extremely similar to the Flare Gun's, but what distinguishes it from the latter is its self-damage bonus. Experienced Pyros may choose this weapon over the Flare Gun so they can &amp;quot;flare jump&amp;quot;, which gives Pyro much-needed mobility.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
&lt;br /&gt;
==== The Powerjack ====&lt;br /&gt;
One of the most commonly used melee weapons used in competitive Pyro play, The Powerjack grants the Pyro 15% movement speed while active, allowing him to quickly traverse the map, which can lend itself well to flanking enemies and moving to the action after a respawn. In addition to this, killing an enemy with The Powerjack will return  25HP to the Pyro, even over healing him if he happens to be over 150HP when scoring the kill. This can make the Pryo very resilient in sticky situations, but due to the Pyro's defensive nature, this will only be used in a pinch. The 20% melee damage while active may make melee fights with Spies and Scouts difficult, but an experienced Pyro will rarely put himself in this situation, and will only attack with The Powerjack to secure a kill on an injured opponent if his Flare Gun or Shotgun are not enough to finish the job.&lt;br /&gt;
&lt;br /&gt;
==== The Homewrecker ====&lt;br /&gt;
&lt;br /&gt;
Another commonly used melee for the Pyro, The Homewrecker, deals 100% more damage to buildings - making removing a sapper a breeze for the Pyro. In addition to this, hitting a friendly building with The Homewrecker while it is sapped will completely remove the sapper, this allowing the Pyro to protect the Engineer's sentry from Spies, thus providing a boost to the Pryo's supportive nature. The downside of -25% damage to players is considered negligible as a Pyro will rarely be in a situation where he has to use his melee against players.&lt;br /&gt;
&lt;br /&gt;
==== The Axtinguisher ==== &lt;br /&gt;
&lt;br /&gt;
The Axtinguisher used to be one of the most commonly used melee weapons for Pyros, both in competitive and public play. It was used as part of the &amp;quot;Puff and sting&amp;quot; combination with The Degreaser, where the player sets an opponent alight with his primary, then using The Degreasers faster weapon switch time to quickly hit the player with The Axtinguisher, gain a crit and dealing massive damage to them. The Axtinguisher was nerfed, however, and now only crits burning players from behind, and only mini-crits burning players from the front. In addition to this, it also deals -50% damage to non-burning players, which makes this weapon an almost useless choice for competitive play in comparison with the other melee options for Pyro.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Pyro]]&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>108.162.245.30</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(Highlander)&amp;diff=44962</id>
		<title>Heavy (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(Highlander)&amp;diff=44962"/>
		<updated>2017-01-23T19:56:40Z</updated>

		<summary type="html">&lt;p&gt;108.162.245.30: /* Melee weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:HeavyIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Heavy]]&lt;br /&gt;
The '''Heavy''' is a key part of any Highlander team. As the class with the biggest health pool of all, the Heavy serves as the [[Medic (Highlander)|Medic]]'s primary defense and the team's damage sponge. He and the [[Demoman (Highlander)|Demoman]] stay close to the Medic at all times as part of the so-called combo.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Heavy isn't considered a fragging class by itself; it is not the Heavy's purpose to spearhead attacks or pushes; he serves as a protector of the Medic and a detriment to any opponent who tries to get in his range of fire. As a deadly class in close quarters, the Heavy makes the best pocket candidate for a Medic - being able deny both ground classes and jumpers alike - and vice versa; the Heavy's slow movement speed and lack of mobility, which severely hamper the Heavy's dodging ability, causes the Medic to keep the healing beam on the Heavy for most of the time.&lt;br /&gt;
&lt;br /&gt;
The Heavy's huge health pool allows him to absorb damage and block spam, but only to a certain degree. Ideally, a Heavy should not ever go below 300 HP, as his lack of mobility combined with enemy focus fire will take him down quickly at that point. Because of that, even though his potential damage output is very high, the Heavy should carefully pick his fights.&lt;br /&gt;
&lt;br /&gt;
Positioning and game sense are the biggest assets in a Heavy, as the class itself is not particularly difficult.&lt;br /&gt;
&lt;br /&gt;
==Unlockable weapons==&lt;br /&gt;
The Heavy has a few unlockable weapons that are considered useful in a Highlander environment.&lt;br /&gt;
&lt;br /&gt;
===Primary weapons===&lt;br /&gt;
When it comes to primary weapons, the stock Minigun has been, throughout the history of competitive TF2, widely regarded as the optimal option, as other miniguns have considerable downsides that limit the Heavy's damage-dealing abilities. As of the Gun Mettle update, the Heavy has been given a much more versatile arsenal. The Tomislav has become, as a result, the weapon of choice for many Heavies throughout the ranks of Highlander due to its faster rev-up time and its negligible downsides. The Minigun is still as versatile as before, while the Natascha has also earned some situational usage for its ability to deny Scouts and other, very mobile, classes.&lt;br /&gt;
&lt;br /&gt;
===Secondary weapons===&lt;br /&gt;
Almost all Highlander Heavies use the '''Sandvich''' at all times. A Sandvich dropped on the floor can serve as an emergency medium health pack for a hurt Medic. &lt;br /&gt;
&lt;br /&gt;
===Melee weapons===&lt;br /&gt;
* '''Gloves of Running Urgently''' - In the past considered as the best melee weapon for the Heavy, but they have been since modified. Some people regard the fact that using the GRU makes the Heavy take mini-crit damage a serious downside, but the speed boost still comes useful for rolling out on [[5CP]] maps.&lt;br /&gt;
* '''Fists of Steel''' - The new alternative after the GRU's nerf. The Fists of Steel reduce the damage taken by the Heavy by non-melee weapons, and with that they also give him a getaway possibility. They do not however boost the Heavy's speed in any way, so it is advisable that on long maps the [[Soldier (Highlander)|Soldier]] should run the Disciplinary Action.&lt;br /&gt;
* '''Eviction Notice''' - For Heavies who dislike the GRU's punishing mini-crit downside, the Eviction Notice is often their go-to melee. Without the lingering effect of marked-for-death, the Eviction Notice provides a slightly safer alternative to the GRU.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Heavy]]&lt;br /&gt;
*[[Heavy (6v6)]]&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>108.162.245.30</name></author>
		
	</entry>
</feed>