Comprehensive Ashran Guide
The primary goal of this guide is to prepare you fully for every aspect of Ashran, from the general objectives down to the nitty-gritty short-term buffs. The secondary goal is to cut down Ashran general chat's confusion about
as much as possible!
The ultimate objective of this battleground is for each faction is to kill the opposing faction's leader. The leader of the Alliance, which must be killed by the Horde, is
. The Horde's leader is
. Upon successfully defeating the enemy leader, those present receive 2,500 reputation, 50 Honor, and a strongbox containing Wild Combatant gear with their affiliated faction;
for the Horde and
for the Alliance. When the Battleground is won by either side, there is a 5 minute pause; after which, the Battleground simply restarts fresh at the
Before you can defeat the enemy faction's leader, you must win several "battles" along the way. These battles each feature an Eye of the Storm-style flag. In order to understand how the battleground advances, one must first visualize it.
In the map above, notice the vertical trail that connects the Horde base to the Alliance base. This vertical trail is known as the Road of Glory. There are 7 "nodes" in total, noted as pins on the map, with the final two highlighted in red (H) and blue (A). The objective of the final nodes is to kill the enemy faction's leader, as explained above. The objective of every other node is to capture the aforementioned EotS-style flag. If your team captures this flag, the battleground's objective is "pushed" toward the other team by 1 node. There are a few finer points to each of the sub-nodes of the battleground as well, included in the other tabs above.
In the center of the battle lies the Crossroads. This is the area the Battleground resets to when one faction wins. It is also the only stage in which both sides fight "equally" (more on stage buffs momentarily). The Crossroads are the default "neutral" position in Ashran.
North of the Crossroads is Volrath's Advance, while south of it is Tremblade's Vanguard. This is the first line of defense for each respective faction. In this area, the defending team receives a
, which increases health, damage, and healing by 10%. The offensive team receives a
), which increases Artifact gains by 100% (The tooltip says 25%, but it was buffed to 100% in a recent hotfix, and the honor gains portion was removed).
: Every time you get to this area, you will have a
) to kill enemy
). For doing so, you get roughly 75g. Your progress is saved even if you do not kill all 5. If you tag every Priest as soon as you get there, you will typically get 6 kills, netting you a free ~90g every time you pass through. I'm unsure if this was affected by the recent Bonus Objectives hotfix in Ashran.
Even closer to the factions' hubs lie the next node, slightly harder to take than the last. Each of these nodes has a
) that assists in its defense and an associated repeatable
), which rewards roughly 75g and 75 Reputation with your faction. These rare mobs are not always alive. Furthermore, the previous
, which gave 10% HP/Damage/Healing to the defending team, is increased to
! The offensive team retains their
In each Faction's hub, where the goal is to defeat the enemy's leader, there are also several (non-repeatable) bonus objectives for killing various townsfolk. Additionally, the
has been further
, giving 30% to HP, Damage, and Healing. Once again, the offensive team retains their
: You (usually) won't get the reward for killing the enemy's leader if you aren't present for the kill
on the Boss's threat table. There are some buggy exceptions, but the general rule of thumb is to make sure you get on their threat table and
do NOT release if you die!
So what about the Enemies Slain counters at the top? In this Battleground, each side has a rather steady stream of Captains -- elite lv100 mobs with roughly 800k HP -- trickling into the fight to assist in the assault/defense. Your team can force-summon captains faster via the
, as I document
. Captains also passively enter the fight each time their team reaches the Enemies Slain requirement. Enemy NPCs give +1 Slain each, while enemy players give +5 Slain each. The amount of enemies slain required to summon a Captain varies based on how far into offense or defense you are. Typically, a team on the enemy's front door will need to kill 1,000 enemies to summon a captain, while a team getting pushed back to their gates will only need to kill 50 enemies for the same effect.
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Conquest Point Quests
Patch 6.2 added several quests to Ashran:
: Kill the enemy faction leader and win four events. Rewards 0
which contains Wild Gladiator gear, including the only source for +versatility items.
: Repeatable version of the quest above, which rewards 0
: Kill 200 players in Ashran. Rewards 0
If you do not turn in these quests by the weekly reset, they will reset.
Faction bosses and events will no longer reward Conquest points after Patch 6.2, but will continue to reward Honor points and strongboxes.
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Bonus Events & Kor'lok
In total, there are five events in Ashran, four corresponding to the
achievement, and a new event, the Ashran Excavation, added in 6.2. Winning each objective rewards 150 Honor and 500 Reputation with your faction when you win, and a chance at a
, which contains Wild Aspirant gear. These events seem to happen roughly once every 1-2 hours, with 3-minute zone-wide announcements just before they begin. They can be repeated as many times as one wishes. If an event is currently going on, the standard "Crossing Swords" event icon will be displayed on the overworld map for Ashran. Additionally, there is a giant Ogre, Kor'lok, who will assist your faction in your march down the Road of Glory, if you win his favor.
Also worth noting that completing these four events are the requirement to the
achievement, while winning Kor'lok's favor will grant you the achievement
In the southeast corner, the
Empowered Ore event
-esque battle. Many small blocks of fiery ore spawn around the area. Picking up one of these blocks
limits your movement speed
and prevents use of items/skills normally banned when carrying flags in battlegrounds, such as goblin gliders and nitro boosts. Whichever faction delivers 10 ores to their team's cart first wins the event!
: Although not covered yet, the jump-launch effect from
allows you to bypass the movement-limiting effect from carrying ore!
In the northeast portion of the map lies the Brute's Rise.
is similar to the node portion of Eye of the Storm. In it, there are five Ogre Fires. When the event starts, these fires are a pale white color. These fires may be "captured" for your faction by standing on it (similar to EotS nodes), turning them red or blue. Once captured, these nodes will passively grant you victory points starting at a rate of 1/second with 1 fire up to 50/second at 5 fires. It requires 1500 points to win the event.
In the southwest corner, one finds the Ashmaul Burial Grounds.
for these grounds, the Risen Spirits, involves Ghostbustering
s with an Extra Action Button provided during the event. This button pulls in the ghosts over roughly 5 seconds. Ten ghosts must be captured in order for one faction to win the event.
, in the northwest corner, is a new twist on something akin to Silvershard Mines. Each faction gets a Clefthoof, which races around the area in a circular path, counter to each other. These Clefthooves start moving very slowly, but have their speed increased by 30% per faction member within roughly 15 yards of them (as denoted by a circle under their feet and a stacking buff). Their buff can be stacked up to +500% speed. The first faction to race their Clefthoof in the circle for 3 laps wins the race!
, underground in the southwest corner, has ghostly Arakkoa which spawn. Killing them awards a
buff, which increases movement speed and stacks up to 10 times. Go to
to turn your Marks in. The center area is a series of bridges--perfect for knocking players off of.
The first faction to earn 30 marks wins the race.
Every 1-2 hours, a special event activates to allow your faction to attempt to get
to assist in your march down the Road of Glory. In order to get Kor'lok to join, you must first defeat the other faction's Ogre Representative at the Seat of Kor'lok.
The Alliance representative is
, while the Horde's is
. They are rather powerful elites, but with a well-sized raid they will go down easily. Once Kor'lok joins you, he will continue to deal more damage the longer he is alive. Killing the other faction's representative and getting Kor'lok to is the key to getting the aforementioned
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Outside of the primary and secondary objectives, the main goal (and best way to get honor/reputation!) is through
farming. These are also required for
an Apexis daily
). Many people I know hate that daily and always avoid it, but once you know how to collect fragments effectively, it can be the easiest of them all!
The simplest way to obtain
s is to kill various mobs around the island. Easily soloable mobs typically only drop 1-2. More difficult elites will often drop upwards of 5-20. I have seen
dropping as many as 150 before, and rarely less than 75. Fragments dropped by mobs are party-loot, which means that every member of the party can loot their own fragments independently of each other (so bring friends!).
As a solo player, most areas of the island will work fine without much difference. However, if you bring a party of friends,
are a great source of fragments. They're elites and typically drop something like 5 fragments per kill, and they have a pretty reasonable respawn time. Even more extreme, if you put together a raid, I would assume
and other NPCs near the Ring of Conquest will yield the best results, although I've never actually seen anybody putting together a group large enough to PvE in this area! As stated before, rare mobs drop an incredibly high amount of fragments, and there are several other perks to killing rare mobs listed
. Most rare mobs can be taken out with roughly 3-4 people, as long as there is a pseudo-tank or pet that can stay alive for about 30 seconds.
Another method is to hunt down various destructible objects and chests around the island. These objects typically contain between 5-100 fragments, with a mean of around 50. The rarer objects will typically contain more fragments, while more common ones contain fewer. This method tends to be more hit-or-miss than killing mobs: it can certainly be safer, especially for stealth classes, but you might just find yourself waiting or running around for long periods of time. A list of objects containing fragments can be found on the fragment's page,
. I've found that Hollowed Stumps and the various Satchels have tended to give the most fragments consistently, while Goren Eggs will often only have 1-2.
Finally, artifacts may be looted from slain enemy players. When a player dies (yes, even you!), they
of their fragments if they release spirit or have their insignia looted
. When a player's insignia is looted, half of their fragments are given to the group of the player who looted them, split evenly among all members of that group in range. If they release before they can be looted, their fragments are automatically divided among all players in range anyway. What this means is that you can passively gain fragments by simply being in a raid and "leeching" portions of the looting other players do, assuming the loot method isn't set to Free For All.
s are no good simply piling up in bags, but they can be put to good use! Aside from
, they can also be used to assist your war efforts in Ashran in various ways!
Almost no matter how you contribute them to the effort, you will receive 5 Reputation with your faction and 3 Honor points per Fragment you spend.
. The most obvious exception to this is when you spend them to purchase items. There is a small exception which will be covered shortly as well.
By far the most important mechanic is your
(H). These enormous elite tanks assist you in pushing forward for objectives. More often than not, the current map state is entirely decided by which Faction currently has their Guardian; often times, the death of a Guardian can swing the entire map's balance into the opponent's favor. These Guardians take 1,000 Fragments to summon. For the Alliance, you can assist in the summoning of
by speaking with
. The Horde equivalent is
has two notable properties:
, which is a passive, 20-ish yard aura around Fangraal, which summons treants from your corpse should you die, and some void-zone move which marks the ground with green circles. If you're still in the green circle after a few seconds, it will root you and deal roughly 200k damage over 8 seconds.
has two main abilities. One is a move similar to Fangraal's Void Zone, except his simply thrusts players into the air and deals about 100k-150k damage. Additionally, Kronus takes less damage the longer he is alive.
: Killing the enemy Guardian will reward you with something like 75 Honor. If this interests you, be sure to get onto the enemy Guardian's threat table just before it dies, and
do not release if you die!
The next most important mechanic to contribute to is either the
) or the summoning of a
. Outriders (AKA Patrols) will basically spawn and slowly patrol around various roads in Ashran. They are too difficult to solo, generally, and can assist in area denial or general safety from flanks for your streaming reinforcements. Captains, on the other hand, march down the Road of Glory and assist you in direct combat. This can be potentially more useful on a serious offense. In order to summon a Captain, you need a
. The whistle itself is obtained from a repeatable quest costing 100 Fragments, offered by
Generally, I would recommend summoning a Captain first. There are two reasons for this: one is that Captains only cost 100 Fragments, while Outriders cost 600. The other is that once you use a
, you cannot use one again for an hour. There is, however, one small caveat; in order to get a
, you must complete a
). This quest does not follow the usual 5:1 Reputation ratio and 3:1 Honor ratio from the other turn-ins. This quest rewards 100 Honor and 0 Reputation. The 100 honor is likely a bug and simply hasn't been brought up with the latest hotfix, but the 0 Reputation is more likely to stay. If your goal is reputation grinding, don't even bother with this.
The final two ways to spend your fragments are as follows:
). These two options are both somewhat lackluster compared to the others. The Mage Portal allows you to take a portal from an area just west of the
back to your Faction's hub. The problems arise in that you can't take a portal back out (it's a one-way portal) and it's so inconsistent (
the enemy faction can kill a guard standing near your portal to close it
) that you tend to forget when it's even up.
The warlock gateway connects an instant teleport from the top-left of the map (the Amphitheater area) to the bottom-right of the map (the Molten Quarry area). Again, the problem here is that by the time you go out of your way to take this portal, you likely could have just ridden to the place you wanted to go. Yet again, it's up too inconsistently to even remember half of the time to check.
Between the two, the Mage Portal is likely inconsequentially better. They're each 400 fragments, which is rather expensive compared to the other options. On the other hand, you can always save your remaining Fragments for when your Guardian dies (if you aren't worried about dying), or simply stock up on 5
It's also worth noting that if all four repeatable turn-in sources are already active and you really want to turn in your fragments (security, logging off, honor, whatever), you can simply talk to
of the NPCs and simply tell them to
Take all my fragments!
The fragments you contribute will
carry-over to the next time they're needed, but you will get your reputation/honor for it. Of course, there are buyable items with your fragments as well, which I cover
, but buying these items do not yield any honor or reputation!
One final note, the
I mentioned earlier
does not actually require or consume any fragments
. This means you are free to simply gather 100 over multiple lives, turn them in as you please, and simply hearth back when you're finished. Typically, killing 2-3 rare mobs or looting 1-2 containers will cover the full 100.
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In each of the four corners of the map lies a repeatable Bonus Objective. There are also two (non-repeatable) bonus objectives in the enemy's base. These are PvE-based objectives, but reward a small amount of honor and gold. Additionally, you will net roughly 50
s by doing all four of the objectives without dying, which is an additional 150 honor with your faction.
You can see details about each of the Bonus Objectives below:
Ashmaul Burial Grounds
Amphitheater of Annihilation
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One unique aspect of Ashran is its wide variety of items. It goes above and beyond the Timeless Isle and presents the player with a lot of the same repackaged utility as well as a ton of new items, including class-based spell books that either enhance an existing spell or grant you a totally new one for an hour! This section will be broken up into four parts:
freely lootable items
, and finally
These are items that you can loot from the ground, from rare caches, and from various destructible objects within Ashran.
: 15% increase to all stats for 1 hour, persists through death. Can easily loot many from
s. They are in the "Dark Woods" (east) portion of the map.
: Small heal and 40% mitigation for 10 seconds on a 90s CD. Obtainable from interacting with Tuber objects inside of the Root Den in eastern Ashran.
The following items are obtainable from
: AoE Sprint.
: AoE 60% mitigation.
: AoE Invisibility.
Does not work in combat.
: Returns you to your faction's keep.
: Places a devastating AoE Damage Pulse on an ally.
Can be cast on your Faction Leader or Faction Guardian.
: AoE Super-Mass Dispel.
You choose where you want to aim it at the ground, and has roughly a 10y radius.
: Mana Burn/Mana Heal.
Best used as a healer VS healers
: Traps enemies within a ~15y radius of the targeted ground.
: Restores 30% mana to all nearby allies.
: Kills any level 100 NPCs nearby.
Particularly effective against the enemy's roaming outriders and their faction's Champions!
The following items may only be obtained (to my knowledge) from the enemy's
). These are opened up via
) obtained by looting enemy players' corpses. From my experience, these items each have a loooong cast time (~10s). I don't know if they share cooldown.
: Summons a Frost Wyrm that goes down the Road of Glory and freezes all enemies hit for 8 seconds (as well as dealing ~100k damage).
and a whole host of other legendary beasts that Nesingwary has tamed to rush down the Road of Glory, knocking any enemy players high (~100y) into the air and dealing roughly 100k damage.
to fly down the Road of Glory, fully healing/cleansing all allies in her wake.
There are two questable items. They are typically too big of a hassle to bother farming (especially when you can use the easily obtained near-equivalents from the AH if you really wanted to), but they merit mentioning for those really dedicated to pulling out all the stops.
: 15 seconds of CC immunity potion. Obtained via
to complete. Found from
, which are plentiful north of the Brute's Rise area.
: 25 seconds of invisibility + 30% movement increase, even works while mounted.
to complete, which spawn in many small areas of the map. with the area north of Molten Quarry being the best.
Many items require
, although some may be purchased with gold. Most are one-time uses, but some are not consumed on use.
): Tabards for your faction.
Bought with gold. Require Exalted.
): When used, puts a giant red X on the map of all other players in your faction with a zone-wide yell.
Bought with gold. Consumed.
): Cashes in your artifacts without you having to go back yourself.
Bought with gold. Consumed.
): Instant mounting!
Bought with gold. Consumed. Requires Honored. Cannot mount while moving.
): Shows little brown/red bag icons over enemies heads. Brown = few fragments, red = many.
Bought with fragments. Consumed. Requires Honored. Mainly useful for Rogue pickpocketing.
: Dismount enemies.
Bought with fragments. Consumed.
: Truesight and force-reveal on stealthies.
Bought with fragments. Not consumed. Very underwhelming (tiny radius, clearly marked).
): Damage + root on a small AoE bomb.
Bought with fragments. Consumed.
): Battle standard giving AoE versatility.
Bought with fragments. Not consumed. Requires Friendly.
: Supposed to limit aggro radii from mobs.
Bought with fragments. Not consumed. VERY underwhelming and possibly buggy!
): Directs all mobs within 60y to your target(?)
Bought with fragments. Not consumed. Requires Revered. Have not ever seen it in use.
There are 1-2 skill books for every class in Ashran. These skill books will either modify your existing skill or grant you an entirely new one. The skills may only be used in Ashran, and the skills are only learned for one hour, but will persist deaths. The easiest way to get skill books is to simply kill the rare mobs around Ashran, as they appear to have a high drop rate (eg, Rogue has 100% for both books). Generally, the skills are extremely good - they're worth picking up!
allows the Death Knight to use his
ability for 30 seconds after he takes it. This stolen ability may be spammed freely.
: As of when I last checked a few days ago: if you're an Alliance, you can steal the ability from
and proceed to instant-cast 100k attacks off the global cooldown, decimating anyone you look at for 30 seconds.
allows for instant-cast short-CD battle ressing.
allows for flying in Ashran.
I suspect this book isn't as easy to find, but cannot confirm this.
halves the cooldown of the hunter's
allows the hunter to see Rogues on their minimap.
I don't know if this lets them pierce Rogue's stealth, but I would assume it's useless otherwise.
halves the cooldown of the mage's
to the 20% range against players, and allows it to 1-shot ANY NPC level 100.
: Bosses are generally 102, but some elites are 100. Most notably, the enemy's Champions are level 100s, which means you can instantly kill enemy Champions. This can also trivialize the achievement
teaches the paladin a new ability. This ability,
, stuns the enemy target for 6 seconds. If the stun isn't trinketed or immuned, the target is teleported to jail after.
Your jail is inside of your base, inside of the main building. Also, I've never tested this, but I assume a second- or third-DR stun will simply expedite the teleporting process.
: I can't speak for Alliance, but as a Horde character you are sent to the same place as the
achievement, safely out of harm's way. You can kill the guard 3 times and free the 3 prisoners safely. Additionally, there is a
on the ground right next to where you zone in. You can use it to escape safely when you're done. This libram is an easy way to help any cross-faction friends get their achievement.
teaches the priest
, which allows them to temporarily take flight for 20s out of every 1.5m.
allows the Rogue's
ability to be used against enemy players with a 10s CD, stealing 5
s in the process.*
resets the player's Preparation whenever the rogue gets a
: If the target has less than 5 Fragments, Pickpocket will simply steal nothing. Additionally, if you're behind enemy lines and have the
buff, you will actually get 10 fragments per pickpocket (they will still only lose 5). Since every fragment is now worth 5 reputation and you can reasonably pickpocket 10 to the cooldown with
active, you can realistically gain over 10k rep/hour (and 6k honor/hour!) by grinding these out in the enemy's base.
turns the shaman's
into an instant-cast combat epic mount with a short-duration invisibility.
allows you to enslave any monster 100 or lower on Ashran.
Rather useless is my understanding, unfortunately.
persist for the full 5 seconds, reflecting AND doubling damage of reflections during its duration.
Does not work with
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Ashran has quite a few 20-60 minute buffs which can be abused effectively to create lopsided PvP exchanges. The
were already covered in
the items section
, but there is also one more strong enhancement in each of the four corners of the map, as well as the ultra-rare
In the Molten Quarry, including the inside of the cave, one can find dead
s. When right-clicked, these mobs will give you a
buff for 20 minutes. This buff appears to proc
when the player jumps at a 100% chance, on something of a 10s internal cooldown. The
buff lasts for 5 seconds and has 3 charges. Movement speed while jumping is roughly 250% of normal, and doing all 3 jumps will cover roughly 40 yards. The height from the jumps is also enough to propel you over the enemy's fort's walls or on top of their keep.
s aren't always up, but I have a tendency to find one roughly 75% of the time I go looking. Their respawn timer is likely something around 20-30 minutes.
Inside of an interactable cage at Brute's Rise is an NPC called
. These NPCs spawn in roughly the same numbers and respawn about as frequently as did the aforementioned
s. Opening the cage will grant you the
buff. This buff lasts for 20 minutes. For every 5ish seconds you're out of combat, you gain roughly 20k HP in an absorption shield. This absorption shield stacks up to roughly 110% of your maximum HP!
Unlike the other corners, there's no buff to be had from the Ashmaul Burial Grounds. Instead, you can find a trapped
. Freeing him will spawn you a
), who will follow you around and assist you in damage as well as healing. This mob acts as a Guardian, which means you can actually get multiple of them if you happen upon a lot of webbed soldiers. The mob will last 30 minutes unless otherwise killed.
Within the Amphitheater area, you can usually find a
running about quickly. He moves at something close to nitro boost speed and constantly dodges around. If you can successfully click one as it's running past you, you will get the buff
. It follows a loop which takes roughly 10-15 seconds to complete, so if you don't feel like chasing him (and there's no competition), you can simply stop and wait for it to come back to you.
The buff lasts 20 minutes. Roughly every 10 seconds, you will randomly get a jolt of nitro-boost-speed for about 2-3 seconds. This will happen while even on mounts. Combined with the
buff, you become nearly impossible to lock down. The respawn rate of these slimes is roughly the same as the others: 20-30 minutes.
: If you bind
Interact With Target
in your keybinding menu, you can mash the keybind freely as you run past the Slime to easily get the buff!
Every once in a while, you will stumble upon an even bigger and rarer buff, the
. It is easily the most powerful buff within Ashran. It triples your HP and doubles your damage/healing. Obtaining it is simply a matter of chance. It likely has a few spawn locations, but there's no real way of telling yet. The only one I ever found was in the Molten Quarry.
It puts an icon on your minimap when it's nearby.
Best of all, it doesn't hinder you in any way. You can still stealth, move at above-average speeds, glider, etc. If you find one, it's highly recommended to combine it with the above buffs (particularly
) and your class spellbook(s).
When the Ancient Artifact is looted, a zone-wide announcement goes out telling everyone who (and what faction) found it. A fresh Ancient Artifact lasts for 30 minutes. Dying with the Ancient Artifact causes it to be dropped on the ground where you died, at which point anyone (ally or enemy) may pick it up. When a new player picks up the Ancient Artifact, they are given the remaining time from when the last player was using it. You cannot refresh the duration of the Artifact by passing it around. If you leave Ashran with it, it will simply be dropped on the ground where you exited. After an amount of time on the ground without being picked up, it will be reset back to one of its natural spawn points. You can pass it to nearby allies if you choose, which can be helpful in pushing the center lane by giving it to a Tank who is tanking the enemy's Faction Guardian or Faction Leader.
: I once saw two Ancient Artifacts picked up within 10 seconds of each other. I'm not sure if it's because a person picked it up and died or passed it immediately or if it's actually possible to have more than one Ancient Artifact up at any given time.
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Ashran has 13 unique achievements involved. Many of which can be passively achieved by simply playing the battleground. A few require out-of-the-way tactics to obtain efficiently.
Simply reach Exalted with your faction. Doing so will also give the
achievement and associated title. After the most recent hotfix, you will also receive
if it's your first Exalted Draenor faction.
Tricks for getting this quickly include:
On some realms, you can kill the enemy's leader repeatedly in the middle of the night. It gives a very large amount of reputation (~20k/hour) and can be worth skipping some sleep for!
yields plenty. Try not to die. Kill rare mobs whenever they're up for roughly 100 per kill.
will reward 500 reputation each. Do them every time they're up!
Cross your fingers for some
. They reward 2,500 reputation each turn-in!
Rogues can simply
their way to Exalted in roughly 4-5 hours of dedication.
added in 6.2 increases reputation by 1000.
Divide and Conquer
This is certainly one of those achievements that you won't
get unless you play Ashran 24/7, and will likely be downright impossible once WoD ends. I wouldn't be surprised to see this nerfed to 1000-2000. Right now, the easiest way to cheese this achievement is to stand outside of the Road of Glory and leech HK's from party members fighting in the road. This is best done when your team is on defense, because your Faction Leader will assist in getting a ton of honorable kills. Even doing this, expect to be grinding this for a long time (~20-30 hours).
: You can tell if you're in the Road of Glory by checking the top of your screen. If you can see the BG Statistics at the top ("Enemies Slain" counter and such), then you're in the Road of Glory. As long as you're one step out of that, you're good for this achievement, no matter where the kills happen!
These three achievements require you to loot fragments from enemy players. As I covered in my
section, you can get them passively by being in a raid that is actively looting enemy corpses. One important thing to note is that it must come from
, which means no mobs, no objects, and no pickpocketing!
: While leeching them in a raid is the most consistent method, expect to get over 2-3k HKs in Ashran before this method gives you what you need. You can expedite this process by grabbing
and hunting people solo with
. You can occasionally get kills of 30-50 Fragments this way, although it's obviously a bigger commitment.
You can alternatively get this passively while leeching credit for
works is simple: the opposing faction has 3 VIPs from your army in their base. In the Horde base, they actually appear to just be outside (or possibly inside the secondary building?). In the Alliance base, however, they are in the basement of the Keep. The best time to get this is in a group, after killing the enemy's Faction Leader. Simply kill the
) and loot their
). The key itself is a raid-wide loot, which means everyone in the raid can freely loot their own key. You can then simply have different raid members open different prisoners and everyone can get the achievement.
: As I posted on
, the achievement can be soloed by the Horde via a stealthy. I'm not sure about Alliance's ability to solo.
This achievement (
) is for simply killing the enemy's Guardian within 8 minutes of it spawning. The easiest way to do this is to basically be stomping them in their base until they spawn him, and then simply hard-swap and burn the Guardian instead of continuing with the objective.
: This achievement isn't really grindable. It often has a lot more to do with the Guardian's AI (and when it chooses to reset) as well as how many healers the enemy team has.
Thy Kingdom Come
Simply be present in the Seat of Kor'lok when
joins your faction to receive this. I detailed this a little more above, under
Bonus Events & Kor'lok
Just for Me
To obtain this achievement, simply learn any of the epic (or higher) class books from Ashran, as detailed in the
Supposedly, this is currently bugged for Priests.
This achievement (
) is from looting each of the rare items dropped from enemy players. By my experience, these items are something around a 1-5% chance to drop from a player when they die, and someone must loot their corpse! By simply being in a large raid with Group Loot and many players killing/looting, you will have a chance to roll (and, eventually win) all of the required tokens. These tokens give a
) and 2,500 Reputation when turned in.
: These are very easy to obtain for the common races (Humans, Night Elves for Horde - likely Forsaken, Troll(?) for the Alliance). I've found that Pandaren can be particularly difficult. Don't hesitate to leave group and solo some enemy PvE'ers who are the correct race, since that will guarantee you the token if it drops!
Down Goes Van Rook
This achievement requires alliance players to burn down the Horde captain,
, before he Ice Blocks. The most brain-dead easy ways to do this involve either the
from earlier or a Monk using
: Since Van Rook is a Horde captain, there's no current way for Horde to get this achievement. Current speculation is that Horde needs to do the same to one of Alliance's Captains, but is unconfirmed. More information about the speculation can be found on the
Tour of Duty
This simply requires you to complete the four previously detailed Bonus Events
requires you to kill all 9 of the Rare non-PvP mobs on Ashran. Details involving their spawn locations can be found on the Achievement's page.
: As mentioned before, most these mobs are typically pretty easy to solo with about 3-4 people, or any tank+healer combination. It's also worth noting that
these rare's HP does not seem to reset upon death, so it's possible to "graveyard zerg" them if one chooses. This is not true of all, as
DOES reset when the fight ends. Additionally, the rare spawns located in the Ring of Conquest (such as
) will likely take a larger group, since they're in a tougher area surrounded by harder mobs.
Take Them Out
This achievement (
) is for killing all of the opponent's unique Captains. As mentioned previously,
is best at killing the Captains en masse. Likely the easiest way to "farm" this achievement would be to get the wand, push the opposing team all the way back to their base (where they start spawning free captains more rapidly), and then use the
: This achievement is rather easy to passively get by just playing a lot of Ashran. You don't seem to even need to get on the Captain's threat table to get credit for their death!
Simply needs to kill the final boss and "win" the battleground in order to get it.
Table of Contents
There are a few other small points to the battleground that I feel are worth mentioning, but don't really belong anywhere else.
The Market Graveyard is a small area directly to the west of the
. Every 15 minutes this graveyard resets to a neutral state, which is an EotS-style flag. Once one faction claims the graveyard (which takes roughly 1-2 minutes of standing on the flag), that faction controls the graveyard for the following 15 minutes. The graveyard simply gives the controlling faction a closer staging point for when they die.
I'm not sure if it's because I rarely died, but I don't think I EVER remember spawning here, so it could be bugged. I'm not sure.
7/14 - Wowhead staff did basic 6.2 updates. Added Conquest Point quests, new Honor amounts, Apexis Excavation event, new strongbox rewards.
WoW's 10th Anniversary (November 21 - January 13)
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