Editing Medic (Highlander)

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* '''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. It takes 32 seconds to charge.
 
* '''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. It takes 32 seconds to charge.
 
* '''Quick-Fix''' - This weapon is rarely used in Highlander. It can be used when the Medic has less than 40 seconds to build an Uber or wants to benefit from the extra heal rate. It charges 10% faster than the standard ÜberCharge rate, and heals 40% more but it cannot fully overheal (only 125%, which means it always builds at max rate). It can be used to carry out surprise bombs on the enemy Medic, due to its nullification of knockback but most Medics prefer use the Kritzkrieg to assist in taking out the emend Medic. The quick-fix uber is considered the weakest of all the medi-guns, being vulnerable to Spies, Pyros that reduce healing with the primaries, Kritzkrieg or simply focused fire from the opposing team.
 
* '''Quick-Fix''' - This weapon is rarely used in Highlander. It can be used when the Medic has less than 40 seconds to build an Uber or wants to benefit from the extra heal rate. It charges 10% faster than the standard ÜberCharge rate, and heals 40% more but it cannot fully overheal (only 125%, which means it always builds at max rate). It can be used to carry out surprise bombs on the enemy Medic, due to its nullification of knockback but most Medics prefer use the Kritzkrieg to assist in taking out the emend Medic. The quick-fix uber is considered the weakest of all the medi-guns, being vulnerable to Spies, Pyros that reduce healing with the primaries, Kritzkrieg or simply focused fire from the opposing team.
* '''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 and 100% crit immunity. 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. It builds at a 60% faster rate than stock (24 seconds total or 6 seconds per bubble). However, it also a -66% overheal build rate. It is the most complex medi-gun to use, since it takes more mechanical skill and heal management to build efficiently. It can be used for holding last at Uber disadvantage and in clutch plays. The Vaccinator can aid greatly in increasing the Medics survivability in a 1 vs 1 since it increases the Medic's effective health against a damage type by 75%. Additionally, the Medic is able to use a bubble and change the passive to another resistance to receive a 10% extra damage soak. They may even use two or three bubbles at once. The Vaccinator continues building while a bubble is deployed, and the Uber building rate is increased if you are receiving damage from the correct resistance. There is a technique using the Vaccinator that where a Medic will pop a bubble and tank the pocket with a crossbow for 75 hp (and effective 130 with the bubble) in 1.5 seconds for extra damage sponging. It can also negate headshots and bombs but the Medic must be mindful that the team will have limited overheal, if any. The main counters of Vaccinator are team coordination, baiting bubble usage, Pyros reducing bubble effectiveness, melee, and Kritzkrieg.
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* '''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 and 100% crit immunity. 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. It builds at a 60% faster rate than stock (24 seconds total or 6 seconds per bubble). However, it also a -66% overheal build rate. It is the most complex medi-gun to use, since it takes more mechanical skill and heal management to build efficiently. It can be used for holding last at Uber disadvantage and in clutch plays. The Vaccinator can aid greatly in increasing the Medics survivability in a 1 vs 1 since it increases the Medic's effective health against a damage type by 75%. Additionally, the Medic is able to use a bubble and change the passive to another resistance to receive a 10% extra damage soak. They may even use two or three bubbles at once. The Vaccinator continues building while a bubble is deployed, and the Uber building rate is increased if you are receiving damage from the correct resistance. There is a technique using the Vaccinator that where a Medic will pop a bubble and tank the pocket with a crossbow for 75 hp (and effective 130 with the bubble) in 1.5 seconds for extra damage sponging. It can also negate headhsots and bombs but the Medic must be mindful that the team will have limited overheal, if any. The main counters of Vaccinator are team coordination, baiting bubble usage, Pyros reducing bubble effectiveness, melee, and Kritzkrieg.
  
 
=== Melee weapons ===
 
=== Melee weapons ===
 
* '''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. The Ubersaw is rarely used to extend Ubers (switching off the Medigun to melee, landing a hit and switching back) due to the risk of dropping your pocket and risking your own death.
 
* '''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. The Ubersaw is rarely used to extend Ubers (switching off the Medigun to melee, landing a hit and switching back) due to the risk of dropping your pocket and risking your own death.
 
* '''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 (1 hp/s if you are actively holding it, ramping up with time to 3 hp/s), but this is not considered worth sacrificing the Ubersaw for. The Amputator also builds Uber while taunting, but much slower than with the Mediguns.
 
* '''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 (1 hp/s if you are actively holding it, ramping up with time to 3 hp/s), but this is not considered worth sacrificing the Ubersaw for. The Amputator also builds Uber while taunting, but much slower than with the Mediguns.
* '''Solemn Vow''' - This weapon essentially gives Medic Spy-vision, meaning that Medic can view the names, health, and Ubercharge percentages of his enemies as a passive benefit (even while the weapon is not active). 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. It is much less viable in [[Higlander]] as this function can be performed by the [[Spy]]. The Solemn vow also requires Medics to peek sightlines in order to get a good look at the enemy Medic, which is dangerous, especially if the other team has a competent Sniper. The Solemn Vow can also be used to provide very accurate damage callouts to the rest of them team, and to quickly assess the rough collective health of the opponents.
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* '''Solemn Vow''' - This weapon essentially gives Medic Spy-vision, meaning that Medic can view the names, health, and Ubercharge percentages of his enemies as a passive benefit (while the weapon is not active). 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. It is much less viable in [[Higlander]] as this function can be performed by the [[Spy]]. The Solemn vow also requires Medics to peek sightlines in order to get a good look at the enemy Medic, which is dangerous, especially if the other team has a competent Sniper. The Solemn Vow can also be used to provide very accurate damage callouts to the rest of them team, and to quickly assess the rough collective health of the opponents.
 
* '''Vita-Saw''' - The Vita-Saw gives the Medic who uses it up to 60% Uber after death (with 4 melee hits), at the cost of ten hp. Most of the time, this is considered not worth the base health reduction since the weapon requires you to land hits with your melee, have Uber built, and then die to get the benefit.
 
* '''Vita-Saw''' - The Vita-Saw gives the Medic who uses it up to 60% Uber after death (with 4 melee hits), at the cost of ten hp. Most of the time, this is considered not worth the base health reduction since the weapon requires you to land hits with your melee, have Uber built, and then die to get the benefit.
  

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