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[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]
 
[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]
Medic is a maniacal German scientist who is capable of healing his teammates, allowing them to remain in combat significantly longer. By healing them, he also charges up his signature ability, ÜberCharge, which makes Medic and a teammate invulnerable to all damage for a few seconds. Regardless of competitive format, Medic is the core of his team; if he dies, the rest of his team will have a hard time regaining health. In the standard [[6v6]] format, he is a key component of his team's combo, along with the Pocket [[Soldier]] and Pocket [[Scout]]. In [[Highlander]], the combo usually consists of Medic, [[Heavy]], and [[Demoman]]. Thanks to his Medigun's ability to lock onto they player he is healing, Medic does not need to focus on aim, and may be picked as his team's [[caller]]. However, in higher-level play, he cannot be expected to keep track of all enemy players, making main-calling Medics less common. Medic's primary responsibilities are to keep his team alive and overhealed, time and lead pushes with his ÜberCharge, and mentally track enemy ÜberCharge. Surfing damage, effective positioning, and good aim are required for Medics at high levels of play.
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The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In [[6v6]], the Medic makes up a key component of the combo, along with the pocket [[Soldier]]/[[Scout]]. In [[Highlander]], the combo usually consists of a Medic, [[Heavy]], and [[Demoman]]. As the Medic does not need to focus on aim, Medics generally act as [[callers]] for their teams. However, in higher-level play, Medics who maincall aren't as common, mostly because they are not able to be as aware of the other team's position as other teammates. Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers. Skills required from a Medic differ from division to division.  Generally, Medics are expected to die less, heal hurt teammates, and Über at the appropriate times.  At higher levels, Medics who can surf, position themselves well, hit arrows consistently, and defend themselves with their primary and melee are more common.
  
  
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{{main|Medic (6v6)}}
 
{{main|Medic (6v6)}}
  
In the standard [[6v6]] format, each team can only have one Medic at any given moment, and with good reason.
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In [[6v6]] there is a restriction of 1 Medic per team.
  
'''Medic''' is a vital part of any [[6v6]] team; his ability to grant invulnerability or guaranteed critical hits to teammates is invaluable for pushes from point to point or for saving teammates. However, he is weak in combat, often making him the most targeted player by the enemy team. If a team loses their Medic they lose the ability to heal effectively, and will often be pushed back to another point or even lose the game. As Medic's ÜberCharge is often the deciding factor of a match, he will usually be protected well by the pocket [[Scout]], who may escort Medic to a health pack if he is in danger. Medic will usually communicate his ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push.
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The '''Medic''' is a vital part of any [[6v6]] team, with his ability to use ÜberCharges or KritzCharges on teammates for pushes from point to point or for saving teammates. Due to this, he is usually the most targeted player by the enemy team. If a team loses a Medic they are posed with a large disadvantage of no heals, and may be pushed back to another point or even lose the game. As the Medics ÜberCharge is an important part of a match, they will usually be protected well by the pocket [[Scout]] - In some cases, the Medic may have to be escorted by their pocket [[Scout]] while he gets a health pack. Medics will usually communicate their ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push. Because of the importance of the ÜberCharge, the common phrase ''''Pop it, don't drop it'''' is used.
  
If Medic's team dies, he may be forced to use his ÜberCharge to escape - while not optimal, this is preferable to dying with a full charge; the phrase ''''Pop it, don't drop it'''' is used to emphasize this.
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In [[6v6]] the more commonly used Medi Guns are the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun] and the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg], but in [[ESEA]] the [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] is also allowed. Most Medics usually use the default Medi Gun or the Kritzkrieg. The Quick-Fix was occasionally used before the July 10, 2013 patch which buffed it. As a result of the buff, it has banned in every 6v6 league, including UGC and RGL. The Vaccinator is banned in every 6v6 league. Some Medics will switch Medi Gun depending on the situation, sometimes surprising enemies with a KritzCharge usually done with the [[Demoman]] for maximum damage output.  
  
In [[6v6]] leagues, the [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] and [https://wiki.teamfortress.com/wiki/Quick-Fix Quick-Fix] are banned. The most commonly used Medigun in this format is the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun], though the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg] may also be used to outpace the enemy Medic and kill him before he can activate his own ÜberCharge.
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There are multiple Medic melees that can be used. The most common melee is the [http://wiki.teamfortress.com/wiki/Ubersaw Ubersaw], which has a powerful attribute that gives 25% Ubercharge per hit with the downside of slower swing speed. However, the situations in which this can be used can be fringe and its benefit can sometimes never come up within a match. The [http://wiki.teamfortress.com/wiki/Solemn_Vow Solemn Vow] was unbanned in Mid 2020, and has still not been fully explored. It allows the Medic to be able to view the enemy Medic's Ubercharge and enemy player's health. However, the Medic has to be in full-sight of the player in order to make use of it. Due to its stats, it can allow for Medics to call-out players who are weak and even help the Medic see if they have Uber advantage. Due to the fact that the Medic has to be in direct sightline of the enemy, it can sometimes only be useful when the Medic is in poor positioning. Both the [http://wiki.teamfortress.com/wiki/Vitasaw Vitasaw] and the [http://wiki.teamfortress.com/wiki/Amputator Amputator], have very situational uses and are thus rarely used in competitive gameplay
  
 
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'''Famous 6v6 Medics include:'''
'''Well-known 6v6 Medics include:'''
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* [[Mirelin]]  - Previously in [[Broder]]  ([[ETF2L]])
* [[hubida]] - ([[RGL]])
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* [[F2]]       - Previously in [[Epsilon eSports]] ([[ETF2L]])
* [[zilly]] - ([[RGL]])
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* [[Shade]]     - [[froyotech]] ([[ESEA]])
* [[auto]] - ([[ETF2L]])
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* [[Whiteglow]] - [[Last Man Standing]], msh ([[ETF2L]])
* [[juxta]] - ([[ETF2L]])
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* [[Bonobo]] - [[Team Immunity]] ([[ozfortress]])
* [[lau]] - ([[ozfortress]])
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* [[Harbleu]]  - [[Classic Mixup]] ([[ESEA]])
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* [[Byte]]      - ([[ETF2L]])
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* [[Pyyyour]]   - ([[ESEA]])
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* [[KnoxXx]]    - Previously in [[Epsilon eSports]] ([[ETF2L]])
  
 
==Highlander==
 
==Highlander==
 
{{main|Medic (Highlander)}}
 
{{main|Medic (Highlander)}}
  
Medic has the same role as he does in 6v6; healing his teammates and using his ÜberCharge to turn the tide of a match. Unlike 6v6 games, he is usually protected by Heavy and Demoman as his bodyguards, and he tends to be more cautious and take fewer risks in order to avoid being killed by Spy and Sniper, classes not normally run in 6v6.
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The Medic has nearly the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match. Instead of a Soldier or Scout, the Medic has a Heavy and/or Demoman as his pocket. Highlander Medic play-style tends to be more defensive or cautious than 6's as classes like Spy and Sniper are run permanently.
  
 
==Weapons==
 
==Weapons==
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|weaponname = Syringe Gun
 
|weaponname = Syringe Gun
 
|link = Syringe_Gun
 
|link = Syringe_Gun
|description = The '''Syringe Gun''' is Medic's default primary, shooting syringes, or "needles" at its target. The syringes fired are projectiles, which means that Medic will have to lead his target in order to hit them consistently. While it deals respectable damage when aimed properly, Medic's main job is to heal his teammates, not deal damage. As such, the stock Syringe Gun sees no use in serious games.
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|description = The '''Syringe Gun''' is the Medic's default primary, shooting syringes, or "needles" at it's target. The syringes fired are projectiles, which means that the player will have to lead their target in order to hit them consistently. The Syringe Gun is a mediocre self-defense weapon, with each syringe doing 5-12 damage, and should only be used when absolutely necessary.
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Overdose
 
|weaponname = Overdose
|description = The '''Overdose''' is an unlockable primary that functions similarly to the stock Syringe Gun, but deals less damage than stock. When deployed, the weapon grants Medic a moderate movement speed bonus depending on his ÜberCharge meter. Out of spawn, it grants no benefit, but at full ÜberCharge, it makes Medic nearly as fast as Scout. While its utility may be situationally useful, the Overdose is outclassed by the Crusader's Crossbow, making it a rare sight in competitive games.
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|description = The '''Overdose''' is an alternate primary for the Medic, and functions similarly to the default Syringe Gun. The Overdose's needles do 15% less damage compared to that of the default and likewise, should only be used in very extreme situations. The upside to the Overdose is that it grants an active (the player needs to have the Overdose out) movement speed bonus based on how much ÜberCharge the Medic has. For every 10% of ÜberCharge that the Medic has, the Overdose will grant a 2% movement bonus. At full ÜberCharge, the medic moves at 127% movement speed, which is second only to the Scout, moving at 133%.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|rglhl = true
 
|rglhl = true
 
}}
 
}}
 
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
|weaponname = Blutsauger
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|weaponname = Crusader's Crossbow
|description = The '''Blutsauger''' functions near-identically to the stock Syringe Gun, but heals Medic by 3HP when he hits an enemy with the weapon. As a drawback, Medic's passive health regeneration is decreased by 2 HP/second. The weapon is typically used in casual lobbies when a Medic's team fails to protect him - in competitive games with competent players, it sees no serious use.
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|link = Crusader's_Crossbow
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|description = The '''Crusader's Crossbow''' is an alternate primary weapon for the Medic, and functions completely different from any of the other primaries. It shoots a large syringe, and only one at a time. It is the worst option for self-defense and as such should almost never be used in life or death situations, and the Medic should instead resort to his melee. The large syringes that the Crusader's Crossbow fires, however, are very unique and can allow for very clutch moments if the Medic knows how to aim properly. The large syringes do damage based on distance traveled (reverse falloff), up to 75 damage at maximum range. However, if the Medic hits a teammate, the damage that would have been dealt will turn into health. The health scale is much larger, however, with the minimum health able to be received is 75, and the maximum 150. The healing mechanic can provide teammates with instant healing, and often times can save a teammates life. Healing a teammate with the Crusader's Crossbow builds ÜberCharge upon hit. The Crusader's Crossbow eventually got buffed so that it passively reloads, even if you instantly switch to another weapon.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|rglhl = true
 
|rglhl = true
 
}}
 
}}
 
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
|weaponname = Crusader's Crossbow
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|weaponname = Blutsauger
|link = Crusader's_Crossbow
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|description = The '''Blutsauger''' is an alternate primary for the Medic. Its damage, ammunition, and firing speed are all identical to the default Syringe Gun. However, whenever a player is hit with a Blutsauger needle, the Medic will get 3 additional health. The drawback is that the Medic's passive regen is decreased by 2 HP/second. This means that, instead of regenerating 3 health after being damaged, the Medic will only be given 1 health back, up to a maximum of 4 HP/second, instead of the default maximum of 6 HP/second.
|description = The '''Crusader's Crossbow''' is Medic's go-to primary. It functions like Pyro's flare guns, firing a single bolt every 1.6 seconds and reloading even when not active. At close range, the bolt deals 38 damage to enemies, which ramps up to 75 damage at long range. Shooting a teammate will heal them by 75 health at close range and ramp up to 150 health at long range, though it will not overheal. The weapon's ability to heal teammates at any range (possibly saving their life) is extremely powerful, and it is used almost exclusively in every competitive game. While it makes Medic nearly helpless when confronted by an enemy, a competent team will protect him, making its downside moot. If Medic's teammates have recently taken damage, the Crossbow's healing outclasses every Medigun, even at close range, and will build ÜberCharge as well.
 
 
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|rglhl = true
 
|rglhl = true
 
}}
 
}}
 
 
{{Class Weapon Table End}}
 
{{Class Weapon Table End}}
  
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|weaponname = Medi Gun
 
|weaponname = Medi Gun
 
|link = Medi_Gun
 
|link = Medi_Gun
|description = The '''Medi-Gun''' is Medic's default primary. Like most Mediguns, it heals 24-72HP per second (depending on how recently its target took damage) and will overheal them up to 150% of their max health. When healing damaged teammates, its ÜberCharge will be ready in 40 seconds, though its charge rate is cut in half for teammates already fully overhealed. Its ÜberCharge grants complete immunity from all damage for 8 seconds, though Medic and his teammate will still take knockback.
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|description = The '''Medi Gun''' is the Medic's default primary that heals damage dealt to teammates and can heal a player to 150% of their health. This extra 50% is known as overheal or buff. The Medi Gun heals at 24 health per second. If a patient has not taken damage for 10 seconds, the heal rate will increase linearly with time up to a maximum of 72 heal per second at 15 seconds. Newly spawned teammates will also be healed at 72 health per second. The ÜberCharge will be fully charged in 40 seconds at maximum (healing damaged teammates, not at 150% health) and 80 seconds at the minimum (healing only buffed teammates).
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Kritzkrieg
 
|weaponname = Kritzkrieg
|description = The '''Kritzkrieg's''' healing rate is identical to the stock Medi-gun. However, it charges its ÜberCharge 25% faster, for a minimum charge time of 32 seconds. When deployed, it grants Medic's teammates guaranteed critical hits for 8 seconds, which can shred an unprepared team. However, it grants no damage resistance - if the enemy team can react quickly, they may be able to kill Medic, bringing the charge to a halt. Due to its fast charge rate, however, the Kritzkrieg is usually used when at an Über disadvantage or on small maps, such as King of the Hill.
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|description = The '''Kritzkrieg''' is an unlockable secondary for the Medic. Its healing rate is identical to the default Medi Gun. However, the Kritzkrieg charges 25% faster than the default Medi Gun, or in 32 seconds at maximum rate rather than 40 seconds. The invulnerability ÜberCharge is replaced by a charge bestowing the patient with a 100% critical chance. Due to this fast charge rate, the Kritzkrieg is usually used when both Medics die within close timing (to get an advantage in ÜberCharge) or on small maps, such as King of the Hill.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Quick-Fix
 
|weaponname = Quick-Fix
|description = The '''Quick-Fix''' heals teammates by 33.6HP/second when in combat, and 100.8HP/second when out of combat, but can only overheal teammates to 125% of their max health. Its ÜberCharge grants immunity to knockback and slowness, triples its healing rate, and heals Medic as well, making it difficult (but not impossible) for the enemy team to kill him. If Medic's patient blast jumps or shield charges, Medic will have the same force applied to him, allowing Soldiers and Demomen to carry Medic along during rollouts.
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|description = The '''Quick-Fix''' is a very unique secondary for the Medic. It not only has a faster healing rate but a very unique ÜberCharge. Its ÜberCharge prevents movement-altering attacks and increases the rate of healing on any selected healtarget. The Quick-Fix can only heal teammates to 125% of their health. The Quick-Fix isn't used very often in competitive play. It's mostly used in times where the server's map time is too low to build a normal ÜberCharge. It is most commonly used on King of the Hill maps when the team is pinched for time, and the Medic needs to deliver heals to the point quickly. It can no longer be used on Payload and Capture Point maps for clutch last-minute plays to fling the Medic toward the desired capture point to stall for time or capture a point due to the Tough Break Update.
 
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|ugc4s = false
In Highlander mode, the Quick-Fix sees relatively little use, as it cannot save Medic and his teammate from more than 100 damage per second. However, when there isn't enough time build a normal ÜberCharge, or when Medic needs to deliver healing to teammates near the objective, he may equip it.
 
 
 
In 6v6, the Quick-Fix is banned due to the relative lack of players who can kill Medic during an ÜberCharge, especially Sniper and Spy.
 
|ugc4s = true
 
 
|6s = false
 
|6s = false
 
|ugchl = true
 
|ugchl = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Vaccinator
 
|weaponname = Vaccinator
|description = The '''Vaccinator''' is Medic's most unique Medigun. While it can barely overheal (66% overheal rate penalty), it charges incredibly quickly when healing damaged targets, with a minimum charge time of 24 seconds. It grants a passive 10% damage resistance to either bullets, explosives, or fire to Medic and a teammate while healing. It also charges significantly slower on overhealed teammates. Deploying its ÜberCharge consumes 25% of Medic's ÜberCharge meter and grants him and his teammate a 75% damage resistance to either bullets, explosives, or fire, as well as negating critical hits.  
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|description = The '''Vaccinator''' is one of the most interesting secondaries for the Medic. It gives an incredibly slow overheal (66% slower), with three distinct Übers that each last two seconds. You can access one, two, or three, Übers at once, ÜberCharging the Medic and his patient for two, four, six, or the full eight seconds. With The Vaccinator, you can build Über in just ten seconds. Its Über allows the Medic and his healtarget to block 75% of any incoming damage of the selected damage type as well as substantially less damage from crits. If the patient takes damage from the selected type of attack, a small percentage of health will go to the Medic during the Über, healing him for the duration of the Über. Matching the type of incoming damage will also build über faster. The Vaccinator has been used mostly on Control Point maps and is perfect for blocking and withstanding an enemy Medic's Über while defending the last Control Point. After blocking the enemy Medic's incoming Über, the Medic can then go back into spawn and switch out for a different Medigun, and begin building for a more even Über advantage. The Vaccinator is used very rarely even in comparison to the Quick-Fix.
 
 
The Vaccinator is most powerful when fighting a single enemy, especially Heavy, Demoman, Scout or Sniper, as they only have access to a single damage type. It sees little use in Highlander Mode, where the enemy team has access to bullets, explosives, and fire, forcing Medic to use multiple ÜberCharges at once and effectively reducing his ÜberCharge time from 10 seconds to 3-5 seconds.
 
 
 
In 6v6, the weapon is banned, as the enemy team generally only has access to bullets and explosives, and the relative lack of players makes it less likely for Medic and his combo to encounter both types of damage simultaneously. This makes it incredibly difficult to deal any meaningful amount of damage to Medic or his combo.
 
 
 
 
 
 
|ugc4s = false
 
|ugc4s = false
 
|6s = false
 
|6s = false
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Bonesaw
 
|weaponname = Bonesaw
|description = The '''Bonesaw''' is Medic's stock melee. It provides no additional utility, and is thus never used in serious matches.
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|description = The '''Bonesaw''' is the default medic melee weapon. It is rarely used, due to the utility of the other melee unlocks.
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Ubersaw
 
|weaponname = Ubersaw
|description = The '''Ubersaw''' is Medic's most common melee. Upon hitting an enemy, Medic gains 25% ÜberCharge, giving his team an 8-second Über advantage. A disguised Spy will provide no ÜberCharge.
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|description = The '''Ubersaw''' is the most widely used medic melee in competitive TF2, because it allows medics to gain 25% uber from each saw. This puts their team at an immediate build advantage for their uber. It is often featured in fragmovies, as it is possible to save last by getting a kill with it and blocking the point with uber. A known bug is cloaked or disguise spies give no uber charge percentile.
 
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Amputator
 
|weaponname = Amputator
|description = The '''Amputator''' deals 20% less damage than the stock Bonesaw, which rarely comes into play when Medic's team protects him. When active, it heals Medic by an additional 3HP/second. When taunting, all teammates in a small radius are healed by 26-79HP/second for 4 seconds, with the heal rate depending on how recently they took damage. The taunt does not overheal, and builds ÜberCharge significantly slower than any Medigun. Additionally, Medic is helpless while taunting, making the weapon a rare sight in competitive games.
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|description = The '''Amputator''' was once a direct upgrade of the bonesaw, but has been patched and now has a 20% damage penalty. It gives +3 health per second when active and it also has a special taunt, which is an area-of-effect heal, which is useful when large numbers of teammates require heals. However, the taunt heals quite slowly. Of course, when taunting the Medic is left with no movement for a number of seconds and the healing does build ubercharge.
 
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Vita-Saw
 
|weaponname = Vita-Saw
|description = The '''Vita-Saw''' passively reduces Medic's max health by 10 points, making him significantly more vulnerable to damage. If he hits an enemy, however, he gains an "organ," which will carry over 15% ÜberCharge to his next life - up to a max of 60% at 4 organs. If Medic has less ÜberCharge than his organ meter would save, he will retain all of his ÜberCharge. This weapon gives Medic the chance to save some or all of his ÜberCharge if he dies before using it, though the reduced survivability makes the weapon significantly less appealing in competitive games.
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|description = Running the '''Vita-Saw''' means that the medic sacrifices 10 points of his max health in exchange for the ability to keep uber upon death if he has hit an enemy with a melee swing. Each successful swing will let him retain 15% of his uber meter in his next life up to a total of 60% if the medic lands 4 successful swings and has at least 60% uber filled when dying. The successful swings the medic has hit are counted on the screen as organs. The damage output and swing speed are identical to the stock Bonesaw.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
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|weaponname = Solemn Vow
 
|weaponname = Solemn Vow
 
|link = Solemn_Vow
 
|link = Solemn_Vow
|description = The '''Solemn Vow''' swings 10% slower, but tells Medic the health and ÜberCharge of enemies he looks at, much like Spy. He can then relay this information to his team, directing them to finish off injured enemies. In Highlander, the weapon is somewhat less useful, as Spy is run full-time in this format. Additionally, attempting to gain information will often put Medic in a Sniper sightline, leading to a quick death.
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|description = Due to the '''Solemn Vow''''s ability to view the enemy health points and ubercharge percentage, it can be very useful for coordinating pushes and focus firing hurt players. In highlander, the role it plays is not as important, as all information obtained could easily be discovered by a spy. Not only that, but it promotes the Medic being in the sightline of the other Medic.  Not only is this dangerous, but promotes individual aggressive behavior, which often leads to death. The Solemn Vow has -10% swing speed.
 
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true

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