====== Crosshealing ====== {{:uo:guides:bandage.png?nolink}}{{:uo:guides:bloody_water.png?nolink}} **"Gruup up agh Kruzzhealie lat dumhedz! Shuw meeb lat bleedz agh lat live. Ebri ork am ah surjin!**" \\ \\ The clans success in battle is always dependent on its ability to stay alive. At 100 dexterity bandaging oneself takes 10 seconds while using bandage on another will take 5 seconds. This is known as Kruzzhealie and every orc should do so before healing themselves *** Orcs constantly train their kruzzhealie and do it by second nature!** ===== Bleeding ===== ---- \\ To make aware your need for medical attention you must alert your fellow orcs of that need. To do so every orc should have a hotkey/macro to say the following: "Bleeds" or "Bleedz"\\ *** When you see a "Bleeds" heal that orc immediately!** ===== Being Healed ===== ---- \\ When you are receiving kruzzhealie **__do not move__**! Stand your ground as your chance of survival is much greater than if you break and run. Even if you die you can be resurrected on the spot allowing you to return to action quickly. *** When being crosshealed stand still!** ===== Speed & Precision ===== ---- \\ When you see an orc being attacked have your bandage ready to nullify that incoming damage on your comrade. Players canot be bandaged while at 100% HP. If you are targeted for an attack you can explode a trapped pouch or use a strength potion along with your "Bleeds" to allow a pre-bandage. Use a bandage right after one finishes to continuously heal. Timing is everything! *** Heal/Resurrect others quickly and attempt to pre-heal when necessary!** ===== AoE/Summonss ===== ---- \\ When you encounter AoE spells and summons drop what you are doing and assume a dense formation. You will have more orcs to heal and heal you. Klomp the summons as fast as you are able. Be warned that this may be countered by poison/fire fields. Move off the field and maintain formation. *** AoE/Summons require instant dense formations to survive!** ===== Mojo Heals ===== ---- \\ As a Mojo you are an effective supplement for the Klompur's kruzzhealie. Be observant for poisoned and targeted orcs. Their best chance to survive a sync will be your quick use of greater heal. You may also disrupt line of sight with wall of stone to buy time for them to kruzzhealie. *** Heal your orcs instantly with mojo and block attempts to damage them!** ===== While Moving ===== ---- \\ Very advanced orks are able to kruzzhealie while moving. With good coordination two orcs can execute this tactic. The target cannot stray to far and the healer needs to anticipate their movements. This difficult move can be accomplished with practice. *** While moving stay as close as possible the moment a bandage finishes!** == NOTE === ---- On UO Outlands the range for bandages is two tiles while stationary. You will be able to heal an even greater number of orcs in various formations, most notably the krimp. ====== Krimping ====== {{:uo:guides:rope.png?nolink|}}{{:uo:guides:crate.png?nolink|}}**"Krimp den Klomp! nub led dem owd ob da Furt! Blokur dem wib lat boxez so dem nub kin push pazt lat!"** \\ \\ Krimp is an orcish word for "Bind". Players cannot walk past others when below full stamina. An orcish war party is able to surround and block so they can deliver combined damaged to kill their enemies while they are trapped. *** Orcs always attempt to krimp their enemies!** ===== Krimps ===== ---- ==== Standard Krimp ==== The standard krimp requires four orcs to surround a target on all sides. Up to eight orcs can engage in this maneuver. \\ {{ :uo:guides:krimp1.png?nolink |}} **"Krimp, Kruzzhealie, Klomp!**" ==== Tree Krimp ==== A tree krimp is done when the target is against a tree or other impassable static object. This can be achieved with only three orcs. \\ {{ :uo:guides:krimp2.png?nolink |}} **"Mak lyke ah leef agh flat!"** ==== House Krimp ==== In certain areas trees and houses will be arranged in a way that presents a one tile space in between allowing only two orcs to effectively krimp. \\ {{ :uo:guides:krimp3.png?nolink |}} **"Stuk between ah rok agh ah hard womp!"** ===== Mojo Krimp ===== ---- \\ Mojo krimping refers to the spell paralyze. The spell cannot be broken unless the target is hit. Orcs will shout "Krimp den Klomp!" meaning the target must be krimped **__FIRST__** and then klomped **__SECOND__**. {{ :uo:guides:mojokrimp.png?nolink |}} **"Nub break Mojo Krimp!"** =====Box Krimp===== ---- \\ The box krimp is the effective use of impassable items to further strengthen a krimp. Orcs will drop crates, foot stools, wooden boxes, candelabras, or even furniture at their feet or next to them. A standard krimp can be performed without the required four orcs with a box stand-in. The use of macros can be used to facilitate this action. It is wise to drop other items on top of the box to obscure it from vision. * **__NEVER__** leave a ghost trapped in a box krimp! * Always check server rules in regards to blocking players! {{ :uo:guides:boxkrimp.png?nolink |}} **"Dis ash nub gettin awei!"** {{ :uo:guides:stoolkrimp.png?nolink |}} **"Unlee dub ork krimp!"** ===== Efficient Krimping ===== ---- \\ The krimp should always be executed as quickly and cleanly as possible. All orcs must engage in this maneuver regardless of weapon type. Oligurs should not sit back when an enemy is being krimped, they must krimp too. The more orcs surrounding an enemy they more likely they are to block and crossheal. An orc can call for help by shouting "KRIMP!" when they have blocked an enemy by box, stun, hamstring, paralyze, etc. *** Oligurs (Archers) get in close to krimp!** *** Naked orcs can use their body and fists to krimp*** *** Shout "KRIMP!" to alert orcs of targets*** ==== Positions ==== \\ When moving to krimp a target there is an order in which orcs coalesce into a krimp quickly. The orc closest to the target always assumes the position on the far side of the target. The middle orcs take up positions on the sides while the orc in the rear takes the near side position. *** The leading orc always move to the far side of target** *** The middle orcs end up on the sides of the target** *** The orc in the rear should always take the near side of target** {{ :uo:guides:krimpps.png?nolink |}} **"Dez orks awl end up wer dem shuld be!"** === Notes === \\ Orcs should always be surveying for krimp positions, planning krimps, and engaging in krimps. With a creative mind you can devise new traps, tactics, and ultimately gain victory on the battlefield. ====== Formations ====== {{:main:boots.png?nolink|}}**"Stup skahin around agh get intu furmation! Dis ambush neeb dub lynes ash step between!"** Often times a well prepared ambush requires the use of formations. These can be used in the open or against a choke-point depending on the situation. Get into formation when ordered and don't step out of formation. Don't hide until everyone is in position! An ambush can fail due to gaps in the line or orcs not knowing where others are hidden. *** Don't hide until everyone is in position!** *** Don't un-hide once hidden until ready to spring trap** ===== Line ===== ---- \\ The line is the most simple formation. Orcs line up single file to create a wall. \\ \\ **Pros** * Minimum number of orcs required * Simple and quick * Good for archer fire **Cons** * Easily run through * Can be spell fielded {{ :uo:guides:singlef.png?nolink |}} ===== Double Line ===== ---- \\ While the double line is simply two lines it offers more krimp potential. Anyone who runs past the first line will be blocked by the second. Adding space between the lines prevents an enemy from exiting after passing the first line. \\ \\ **Pros** * Can be used to krimp in the open and against entrances * Able to crossheal across lines **Cons** * Requires high number of orcs to be effective {{ :uo:guides:doublef.png?nolink |}} ===== C Line ===== ---- \\ The C line or C Krimp is an old formation. Difficult to assemble and not particularly effective it can still find some uses in the field. The idea of the C line is to create a basket in which targets are funneled into. Once in the wings only need close to complete the krimp. \\ \\ **Pros** * Starts off as a nearly complete krimp * More able to catch prey with erratic movements **Cons** * Difficult to set up * Can be run through if main line is single file * Requires high number of orcs {{ :uo:guides:clinef.png?nolink |}} ===== Loose ===== ---- \\ The loose formation is not really a formation so much as spread out blob. Easy to assemble and good for ambushes. Typically a target will be lured into the center of mass where they can be stuned/hamstringed/paralyzed. At that point all the orcs converge on the prey to krimp. \\ \\ **Pros** * Easy to use * Good for lure and ambush * Covers wide area **Cons** * Targets can stumble over hidden orcs and be alerted of the trap * Requires time from un-hiding to krimp {{ :uo:guides:loosef.png?nolink |}} ===== Dense ===== ---- \\ Assuming dense formation is a good defensive measure. All orcs being as close together as possible allows a greater radius of crossheal and mitigates the effects of meteor swarm. Typically vulnerable orcs such as Mojos are kept in the center. \\ \\ **Pros** * Allows most crosshealing * Good measure against AoE spells * Protects Mojos from Melee classes **Cons** * Easily defeated by field spells * Reduces movement and response {{ :uo:guides:densef.png?nolink |}}