How to get Blender Internal-like specularity in Cycles? As the title says how can I achieve the kind of specularity you see in Blender Internal like Phong, CookTorr, etc. in Cycles. I've gotten close with a diffuse and glossy shader put together with an add shader but no dice.

Is there a certain Cycles node layout that can achieve the kind of specularity (again like phong and etc.) like in Blender Internal? Also we can't use different scenes it must be in one scene and rendered only with cycles.
A specular highlight in real life is in fact a reflection of a light source, so to get a physically accurate highlight, the glossy shader is what you want.

However, another way to get such a highlight is the Toon shader:



This shader gives you more control over the exact size and smoothness of the highlight.