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world of warcraft creepjacking

Creep Jacking is attacking the enemy player while they are trying to Creep (attack the Creeps). This strategy is seen very often in play whether by accident or on purpose. The game play often goes through phases where players are attacking each other, then going back to the Creeps, and back again. It's important that players know how to deal with Creep Jacking to play effectively. Such incidents have the possibility of causing you to lose the game if you're not careful.

The advantage is almost always with the Creep Jacker. They can:

  • pick off your units while they are trying to attack the Creeps. Sometimes newbie players don't even realize they are being attacked by the other player until they've lost a few units or are trapped.
  • possibly steal the item from the Creeps
  • force you to retreat then finish off the Creeps that are already damaged
  • get the killing blow and experience on the Creep
  • force the defender to waste their Town Portal Scroll
The person being Creep Jacked (person fighting the Creeps) only has the advantage if the Creeps end up attacking the Creep Jacker instead! In that case the Creeps can actually turn the tables on the Creep Jacker. So it's best to avoid being Creep Jacked.

The Creep Jacker can find out good times to attack you by scouting with workers or by predicting what Creeps you will try to attack first. For example players usually go for the green dot Creeps first so the enemy often heads there to be ready. The only good defense in this case is to attack some Creeps that players don't usually attack, or to make sure you scout yourself to defend against Creep Jacking. Have a look around before fighting Creeps and possibly put a unit or worker out there to make sure the enemy isn't sneaking up on you. Never attack Creeps when the enemy is very close and coming your way .

Avoiding Creep Jacking

  • SCOUT! Good recon players rarely run into this problem or respond very quickly.
  • If you are attacking Creeps and see the enemy coming up on you, immediately turn and run. But don't run too far. If the enemy stops and starts attacking the Creeps that you've helped soften up, turn around and attack them. The situation is now reversed and the Creeps will be helping you out instead.
  • If the Creep that is known to drop items is almost dead, kill it, get the Item, then run.
  • If you're totally surrounded, use a Town Portal Scroll. It's better to waste the scroll than to lose your whole army. It sucks but it's the best decision.
  • Immediately pick up items when they drop. If you want them on another Hero, transfer them after you have picked up the item so you won't drop it. If you leave an item lying around there may be units hidden or the enemy might sneak up and grab the item when you're not paying attention. It should be embarrassing to have an enemy player pick up one of your items. But don't lose your whole army trying to pick up an item.
  • Another solution is to quickly attack and destroy the item before the enemy can reach it. This is a good thing to do when you have no more room for extra items.
   

[ Click to Enlarge - 167 KB ]
A Warden sneaks up on a Human trying to Creep. The Human is forced to run.

[ Click to Enlarge - 173 KB ]
The same Warden attacks at another time. This time the Warden runs in, buys an Invulnerability potion, then attacks while she's immune! Wow!

The dwarves of Ironforge Mountain lived in peace for many long centuries. However, their society grew too large within the confines of their mountain cities. Though the mighty High King, Modimus Anvilmar, ruled over all dwarves with justice and wisdom, three powerful factions had arisen amongst the dwarven society.

The Bronzebeard clan, ruled by Thane Madoran Bronzebeard, held close ties to the High King and stood as the traditional defenders of Ironforge Mountain. The Wildhammer clan, ruled by Thane Khardros Wildhammer, inhabited the foothills and crags around the base of the mountain and sought to gain more control within the city. The third faction, the Dark Iron clan, was ruled by the sorcerer-thane Thaurissan. The Dark Irons hid within the deepest shadows under the mountain and plotted against both their Bronzebeard and the Wildhammer cousins.

 
 
 
War of the Three Hammers (230 years before Warcraft II)

For a time the three factions kept a tenuous peace, but tensions erupted when High King Anvilmar passed away from old age. The three ruling clans went to war for control of Ironforge itself. The dwarf civil war raged under the earth for many years. Eventually the Bronzebeards, who had the largest standing army, banished the Dark Irons and Wildhammers from under the mountain.

Khardros and his Wildhammer warriors traveled north through the barrier gates of Dun Algaz, and they founded their own kingdom within the distant peak of Grim Batol. There, the Wildhammers thrived and rebuilt their stores of treasure. Thaurissan and his Dark Irons did not fare as well. Humiliated and enraged by their defeat, they vowed revenge against Ironforge. Leading his people far to the south, Thaurissan founded a city (which he named after himself) within the beautiful Redridge Mountains. Prosperity and the passing of years did little to ease the Dark Iron's rancor toward their cousins. Thaurissan and his sorceress wife, Modgud, launched a two-pronged assault against both Ironforge and Grim Batol. The Dark Irons were intent on claiming all of Khaz Modan for their own.

The Dark Iron armies smashed against their cousins' strongholds and very nearly took both kingdoms. However, Madoran Bronzebeard ultimately led his clan to a decisive victory over Thaurissan's sorcerous army. Thaurissan and his servants fled back to the safety of their city, unaware of the events transpiring at Grim Batol, where Modgud's army would fare no better against Khardros and his Wildhammer warriors.

As she confronted the enemy warriors, Modgud used her powers to strike fear into their hearts. Shadows moved at her command, and dark things crawled up from the depths of the earth to stalk the Wildhammers in their own halls. Eventually Modgud broke through the gates and laid siege to the fortress itself. The Wildhammers fought desperately, Khardros himself wading through the roiling masses to slay the sorceress queen. With their queen lost, the Dark Irons fled before the fury of the Wildhammers. They raced south toward their king's stronghold, only to meet the armies of Ironforge, which had come to aid Grim Batol. Crushed between two armies, the remaining Dark Iron forces were utterly destroyed.

The combined armies of Ironforge and Grim Batol then turned south, intent on destroying Thaurissan and his Dark Irons once and for all. They had not gone far when Thaurissan's fury resulted in a spell of cataclysmic proportions. Seeking to summon a supernatural minion that would ensure his victory, Thaurissan called upon the ancient powers sleeping beneath the world. To his shock, and ultimately his doom, the creature that emerged was more terrible than any nightmare he could have imagined.

Ragnaros the Firelord, immortal lord of all fire elementals, had been banished by the Titans when the world was young. Now, freed by Thaurissan's call, Ragnaros erupted into being once again. Ragnaros' apocalyptic rebirth into Azeroth shattered the Redridge Mountains and created a raging volcano at the center of the devastation. The volcano, known as Blackrock Spire, was bordered by the Searing Gorge to the north and the Burning Steppes to the south. Though Thaurissan was killed by the forces he had unleashed, his surviving brethren were ultimately enslaved by Ragnaros and his elementals. They remain within the Spire to this day.

Witnessing the horrific devastation and the fires spreading across the southern mountains, King Madoran and King Khardros halted their armies and hastily turned back towards their kingdoms, unwilling to face the awesome wrath of Ragnaros.

The Bronzebeards returned to Ironforge and rebuilt their glorious city. The Wildhammers also returned home to Grim Batol. However, the death of the Modgud had left an evil stain on the mountain fortress, and the Wildhammers found it uninhabitable. They were bitter in their hearts over the loss of their beloved home. King Bronzebeard offered the Wildhammers a place to live within the borders of Ironforge, but the Wildhammers steadfastly refused. Khardros took his people north towards the lands of Lordaeron. Settling within the lush forests of the Hinterlands, the Wildhammers crafted the city of Aerie Peak, where the Wildhammers grew closer to nature and even bonded with the mighty gryphons of the area.

Seeking to retain relations and trade with their cousins, the dwarves of Ironforge constructed two massive arches, the Thandol Span, to bridge the gap between Khaz Modan and Lordaeron. Bolstered by mutual trade, the two kingdoms prospered. After the deaths of Madoran and Khardros, their sons jointly commissioned two great statues in honor of their fathers. The two statues would stand guard over the pass into the southlands, which had become volcanic in the wake of Ragnaros' scorching presence. They served as both a warning to all who would attack the dwarven kingdoms, and as a reminder of what price the Dark Irons paid for their crimes.

The two kingdoms retained close ties for some years, but the Wildhammers were much changed by the horrors they witnessed at Grim Batol. They took to living above ground on the slopes of Aerie Peak, instead of carving a vast kingdom within the mountain. The ideological differences between the two remaining dwarven clans eventually led to their parting of ways.

 

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