Difference between revisions of "Pyro (Highlander)"
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===On Defense=== | ===On Defense=== | ||
+ | The Pyro is also 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. | ||
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===Roaming Pyro=== | ===Roaming Pyro=== | ||
Revision as of 14:28, 23 February 2015
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.
Contents
Gameplay
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.
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 very weak enemies and trigger constant voice commands, making ambushing impossible for the duration of the burning.
On Offense
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. 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.
On Defense
The Pyro is also 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.
Roaming Pyro
Unlockable weapons
Primary weapons
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