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===Layout===
 
===Layout===
āˆ’
The zone centres around the [[Road of Glory]], the main lane between the Alliance and Horde bases, found at the south and north of the zone, respectively. Between the two bases lie five Towers, which can be claimed by each faction to push the battle toward the enemy gates. Around the central lane are four unique secondary areas, each with its own selection of elite and non-elite mobs. The central Market Graveyard can also be captured for 15 minutes at a time.
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The zone centres around the [[Road of Glory]], the main lane between the Alliance and Horde bases - [[Stormshield Stronghold]] and [[Warspear Outpost]] - found at the south and north of the zone, respectively. Between the two bases lie five Towers, which can be claimed by each faction to push the battle toward the enemy gates. Around the central lane are four unique secondary areas, each with its own selection of elite and non-elite mobs. The central Market Graveyard can also be captured for 15 minutes at a time.
   
 
====Defensive buffs====
 
====Defensive buffs====
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* Faction base: 30% buff to damage dealing and healing done
 
* Faction base: 30% buff to damage dealing and healing done
 
* Tower closest to faction base: 20% buff to damage dealing and healing done
 
* Tower closest to faction base: 20% buff to damage dealing and healing done
āˆ’
* Tower second closest to faction: 10% buff to damage dealing and healing done.
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* Tower second closest to faction: 10% buff to damage dealing and healing done.
   
 
===Towers===
 
===Towers===
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===Faction bases===
 
===Faction bases===
 
[[File:Ashran bridge into Warspear.jpg|thumb|The bridge leading into the Horde base of Warspear]]
 
[[File:Ashran bridge into Warspear.jpg|thumb|The bridge leading into the Horde base of Warspear]]
āˆ’
At the north and south of the zone lie the faction bases. Separated from the main island by a small bridge, each base features a graveyard and a variety of NPCs, including some well-defended Generals and several special NPCs which can assist the player in activating features within the battle. Each base is well-defended by level 100 Elite guards. Behind each faction base lies entry to that faction's Staging Area and capital city, outside the PvP zone itself. Entering the Staging Area will cause the player to leave the battle.
+
At the north and south of the zone lie the faction bases: the Horde's [[Warspear Outpost]], and the Alliance's [[Stormshield Stronghold]]. Separated from the main island by a small bridge, each base features a graveyard and a variety of NPCs, including some well-defended Generals and several special NPCs which can assist the player in activating features within the battle. Each base is well-defended by level 100 Elite guards. Behind each faction base lies entry to that faction's Staging Area and capital city, outside the PvP zone itself. Entering the Staging Area will cause the player to leave the battle.
   
 
;Generals
 
;Generals

Revision as of 03:17, 23 November 2014

MobAshran
Level: 100
Battle Pet Level: 25
Ashran 1
Capital(s) Alliance Stormshield
Horde Warspear
Races OrcOrc Orc
HumanHuman Human
OgreOgre Ogre
Arakkoa Arakkoa
IconSmall Podling Podling
IconSmall Goren Goren
IconSmall Tigon Saberon
IconSmall Gronnling Gronnling
IconSmall FungalGiant Fungal Giant
IconSmall Gronn Gronn
IconSmall Magnaron Magnaron
Ruler(s) Alliance IconSmall Human Female Grand Marshal Tremblade
Horde IconSmall Troll Male High Warlord Volrath
Languages Common
Orcish
Ravenspeech
Affiliation Contested
Location Eastern Draenor
PvP status Combat zone

Ashran is a level 100 instanced[1] cross-realm[2] "end game" world PvP zone found in eastern Draenor.[3] The name also refers to the greater Ashran zone, including the Alliance and Horde capitals, which are set outside of the PvP zone itself.

The zone has a cap of roughly 100 players per side.[2] When a player enters the zone, they will either be invited to join the battle, or if the zone is already at the cap for their faction, placed in a queue to join. Players who are not currently part of the battle will be teleported back to their faction staging area after a few seconds. Queued players will be invited to join the battle through a summons which will teleport them into the zone. Entering Ashran will automatically flag players for PvP combat, regardless of server type, and players will remain PvP flagged as long they are in the zone.[4]

Found off the north east coast of Draenor's Tanaan Jungle, Ashran is the same island that held Deathwing's Lair shortly after the Second War.[5]

History

The island of Ashran was once home to a mighty ogre empire,[6] apparently ruled at some point by Kor'lok. While apparently now in ruin, the island features signs of a once great settlement, including towers, arenas and extensive mines. In the aftermath of the Second War, Deathwing built a lair on the island,[5] but this was later razed, forcing the dragon to return to Azeroth.

Given the dominant presence of the Ashmaul ogre clan, it may be inferred that the Ashmaul were either the controlling ogre power on the island prior to its fall into dilapidation, or else have descended from that power. Alternatively the Ashmaul may have conquered the island more recently, with earlier empires having ruled before the clan's rise to power. Ashmaul culture appears to revolve around fire magic, with the clan's ranks including pyromancers, flamespeakers and magma casters, as well as the support of a host of summoned fire elementals.

The smaller Gor'vosh ogre clan, found only in the southeast of the island, appear to be the less dominant clan. Making their home in the Ashmaul Burial Grounds, these ogres practice necromantic arts, and have raised a number of undead ogres from the remains in the area, presumably belonging to ogres from the Ashmaul clan, given the area's title. The two clans appear to be locked in a bitter rivalry.[7]

The island is of great importance to both the Alliance and the Horde due to the presence of ancient artifacts which hold great power. The fragments of artifacts found scattered across the isle are valued by both factions, as well as by the Highmaul ogre clan,[8] while organisations such as The Reliquary keenly seek larger and more intact specimens from which to gain understanding and power, with the remarkable effects witnessed in the intact Ancient Artifacts occasionally found on the island demanding further investigation. The Alliance's investigations are headed up by Harrison Jones, while Belloc Brightblade leads the Horde's efforts.[9][10][11]

The Alliance are seeking a specific, large artifact,[12][9][13] theorised by Harrison Jones to have powers rivalling that of titan technology.[10] The artifact appears to have military applications, with the possibility of using it or the knowledge gained from it against the Horde.[14] The Horde are aware of the Alliance's search,[9][15] and are attempting to find it first.[9] Both factions claim to seek control of the artifact in order to defend themselves against the other.[9][16]

The Reliquary claim to wish to study the artifacts in order to give the Horde the upper hand in the war, in which pursuit they have come into conflict with the Steamwheedle Cartel, who have taken possession of quantities of the artifacts for their own commercial interests, and have a very different idea of the true meaning of the word "priceless".[17] Apparently the goblins have begun selling Ashran "souvenirs", stringing together Inv ashran artifact [Artifact Fragment] and selling them as jewelry.[9]

Since arriving on the island, each faction has established control of an entrance to the main mines beneath the island, subsequently blocking access even to respected adventurers due to "work" going on inside, and posting guards at the barricaded entrances. Harrison Jones believes the artifact sought by both factions to be located in the mines,[13] and according to Horde spies the Alliance is currently building machinery used to drill through rocks.[11] Not to be outdone, the blood elves have already discovered "something big" in the mines, supposedly a part of the artifact for which the Alliance have been searching.[15]

Getting there

Access to Ashran is achieved primarily through flightmasters, who will fly Alliance and Horde players into their respective faction capitals of Stormshield and Warspear, respectively, found somewhat outside the PvP zone. There are no flightpaths within the PvP zone itself, but it can accessed easily by ground from the capitals.

The ocean surrounding the island is not deep enough to incur fatigue, and in the current build it is theoretically possible to reach the island from the mainland of Draenor, most likely from the nearby Tanaan Jungle, by swimming or using an aquatic mount. However, it is possible that mechanisms to prevent this will be put in place before release.

Geography

Maps and subregions

WorldMap-Ashran

Ashran map

Adjacent regions

Zone name Faction Level range Direction Access
Frostfire Ridge Horde 90-92, 100 Northwest Flight path
Shadowmoon Valley Alliance 90-92, 100 South Flight path

PvP zone overview

  • Large-scale battle with a huge number of players.
  • Features numerous battle NPCs and summonable creatures.
  • Features a balance of PvP and PvE elements, from world PvP-style skirmishes and huge zergs, to raid boss-style PvE challenges and mob-farming similar to daily quests.
  • Features resources to gather, which may be used in several ways.
  • Features multiple objectives, as well as special time-limited events.
  • There is a fortress for each faction, as well as five capture points along the zone's main lane.
  • The zone features a large central battle pushing toward the opposing faction's base.
  • The outer edges of the zone feature rares and activities similar to the Timeless Isle.[18]
  • Ashran is a cross-realm zone, drawing players from a consistent selection of realms.[2]
  • Unlike PvP zones such as Wintergrasp and Tol Barad, Ashran has no direct faction balance mechanisms. Players are able to enter regardless of faction, until that faction's population cap is reached.[19] Faction balance is instead achieved through specifically matching servers with opposite faction ratios.[20]
  • Each realm will point to a single Ashran instance, but multiples realms may point to any given Ashran instance.[21] The aim is to match realms within the same data center as much as possible.[22]
  • Because it is a real world zone, Ashran does not feature the limitations found in other PvP areas such as battlegrounds or arenas. Consequently, almost any item that works in the wider world will work in Ashran. This includes special Garrison items, such as siege vehicles.[23]
  • As with other zones, players are able to bring friends from other realms to their own Ashran instance by inviting them to their party.Cite error: Closing </ref> missing for <ref> tag
  • The cap of roughly 100 players may be raised higher than this, depending on hardware limitations.[24]
  • Inspired by "those early Alterac Valley battles",[3] Ashran is "designed to be an epic tug-of-war style battle, where you can either take direct part of the battle on the front lines, or work towards various other objectives that will support your faction in the main push."[3]
  • An instanced area, using "some new tech" with no loading screen, such that players "won't feel the transition".[1]
  • Ashran is larger than Alterac Valley, with comparable length but greater width.[25]
  • Ashran has its own Battle Standards.[26]

Future developments

The developers plan to "build onto" Ashran with future content patches.[27] With each faction's mine entrance currently boarded up "while work goes on inside", this may be an indication of a planned expansion. NPC discussions also hint at expansion in the mines.[11]

Gameplay

Ashran is a large-scale world PvP zone which combines hectic 200-strong PvP combat with strategic elements such as capturable bases and recruitable NPCs, and PvE elements involving gathering resources from mobs, slaying enemy captains and fighting massive raid boss-style faction guardians and generals. As a result, the zone features PvP and PvE experiences from across both spectrums, ranging from fringe world PvP to battleground style zerging, and from raid-style PvE encounters to mob farming similar to the completion of dailies. Through diverse mechanisms all of these elements contribute toward a single driving goal: the defeat of the enemy faction.

Battle in Ashran takes place in regular "stages" or mini-battles. After each stage is completed - with either the Alliance or the Horde the victors - there is a short intermission, usually 30-60 seconds, before the next battle begins. At this time capture points and certain other features are reset, allowing for a fresh attempt in the next battle. However, features such as the Ogre King, Inv ashran artifact [Artifact Fragment] stores and the players themselves are not reset in any way, allowing success in one battle to roll over into the next to some degree.

While ultimately a PvP-oriented zone, Ashran represents a substantial amount of PvE, including the gathering of Inv ashran artifact [Artifact Fragment] from mobs in secondary areas; constant engagement with lesser faction NPCs; frequent engagement with challenging above-player level NPCS; and regular engagement with raid boss-level NPCs such as faction guardians and generals. Fighting to recruit Kor'lok or defeating rare elites in the secondary areas requires a small group similar to a dungeon instance. Artifact Fragment gathering provides a more similar experience to questing or the completion of dailies, while also providing the potential for world PvP-style encounters.

The regular engagement with not only players but NPCs provides reward for tanking specialization players, with their damage absorption and taunting abilities extremely useful for preventing these NPCs from one-shotting other players.

The diverse range of potential activities in the zone provides the opportunity for substantial strategy, but also allows players to take their own approach to involvement in the battle. Some may prefer to fuel the war effort through farming NPCs and summoning guardians, while others may want to simply dive straight into the central zerg, with little concern for overarching strategies. The most strategic players will be willing to switch their role to respond to the needs of the situation, one moment fighting in the central lane to seize control of the next Tower, the next riding out to the secondary areas to farm Fragments in order summon the faction guardian before the opponent's can drive the players all the way back to their own gates. Versatile players will be ready to switch from dealing DPS to push forward the assault and defeat enemy players, to tanking a boss-level general before it can wipe out the player's team, to a healing spec to keep an ailing guardian alive. True mastery of the strategic options of the zone require players assuming each of these roles, with the need for each varying as the battle surges and sways.

Objectives

Unlike battlegrounds or PvP zones, Ashran has no time limit or ultimate conclusion, and no singular objective or way to permanently "win" the battle. While victory in the current battle is achieved by reducing the enemy's reinforcements to zero, each completed battle is followed shortly by the beginning of the next, allowing the enemy to rally and wreak vengeance upon their opponents.

Instead, Ashran features a wide range of personal and faction objectives, including both PvP and PvE activities. Each player is free to decide for themselves where they will dedicate their actions, and combine different types of play as they see fit.

While many objectives can be achieved within a single battle, some, such as the invasion of the enemy base, require consistent effort over several battles, as well as the concerted effort of the team.

Towers and the Road of Glory
  • Players can seek to gain control of enemy Towers and push forward along the central lane
Base invasion
  • Each faction base can be assaulted by players and their allies, slaying vital NPCs and enemy generals
Faction leaders
  • Arguably the ultimate objective, players can assault the enemy base in order to slay the enemy faction leader, granting special rewards and reseting the zone. Once the enemy faction leader has been defeated, there is a short interval to allow for looting, finishing off skirmishes, and freeing prisoners, before the zone is reset. A temporary flightmaster NPC will spawn at the base for the conquering faction to allow players to fly back to their own base before the reset.
Mage Towers
  • Each faction's Tower Guardian offers a special challenge and bonus loot
World PvP
  • Players in outlying areas can be tackled in a very different type of encounter to the main melee found on the Road of Glory
Honor, Conquest and reputation farming
Collecting Inv ashran artifact [Artifact Fragment]
  • Players can loot Artifact Fragments from various mobs in the zone, as well as other players
Summoning faction NPCs/opening Mage Portals and Warlock Gateways
  • Players can spend Artifact Fragments to summon powerful NPCs and useful transportation for their faction within the zone
Summoning Kor'lok
  • Players can battle the Ogre King's bodyguards to gain his aid in battle
Summoning Captains
  • Filling the current Enemies Slain quota will summon a random Captain to aid the faction in battle
Rares, vignettes and points of interest
  • Throughout the zone are found dozens of rares, points of interest and vignettes to be discovered, conquered and competed in
Gaining powerful new abilities
  • Special drops can provide players with unique class abilities, or temporary new powers such as the ability to soar across the landscape
Looting supply chests and freeing faction prisoners
  • Found around enemy Towers and caged in enemy dungeons, supply chests can be looted and faction prisoners set free - once you've found the right key
Collecting Inv misc gem pearl 14 [Ashmaul Pearl] and Inv misc herb ghostmushroomcap [Ghost Truffle]
  • Found in certain parts of the zone, these items can be traded with NPCs for special items and effects
Quests
  • A number of quests offer rewards for completing various activities within Ashran

Enemies Slain

Ashran Alliance burning

A captured Alliance base burning

In addition to the main thrust of PvP combat itself, during the main battle each faction has an Enemies Slain quota. The quota can be filled through slaying enemy players and NPCs, with larger targets providing a larger gain. Filling the current quota will cause the faction to spawn a random faction Captain (see below).

The quotas required by each faction vary, depending on various factors. If a faction loses a Tower on their own side of the Road of Glory, their quota will be reset to 50. Each time a faction successfully meets their quote and summons a Captain, their total will be reset, and their current quota will be increased. The current quota is displayed at the top of the screen while within the Road of Glory or currently contested base.

Captains

Captain are elite faction-specific NPCs which spawn to fight for their faction, in response to filling the current Enemies Slain quota. Each faction has a number of possible Captains, with each paying tribute to a well-known personality from World of Warcraft culture, such as John Swifty for the Alliance, and Mindbender Talbadar for the Horde.

Each Captain has a class and specialization, and uses an appropriate set of abilities. Captains have large amounts of health and hit fairly hard.

For a list of possible captains, see below.

Artifact Fragments

Inv ashran artifact [Artifact Fragment] is a form of currency obtainable while in Ashran, gained primarily from looting mobs and the corpses of enemy players who possessed them. Fragments can be turned in through special NPCs at the faction base in order to activate special features for the player's faction, such as sending powerful NPCs to attack the enemy, or activating special warlock gateways to instantly transport players between areas of Ashran.

Turning in Artifact Fragments for these purposes is the aim of a number of repeatable quests, rewarding additional Pvpcurrency-honor-alliancePvpcurrency-honor-horde [Honor Points] and/or reputation. However, the main goal is to further the faction's progress within the current battle.

While Artifact Fragments stack to 1000, it may not be wise to hold onto them for too long. If the player dies they will lose half of all their current Artifact Fragments, with enemy players able to loot the lost Fragments from their corpses. This deters players from hoarding Fragements, and forces them to balance time wasted running from secondary areas to their faction base while farming with the ever-present risk of being slain by the enemy.

Special items and buffs

Ashran features a variety of special items for use within the zone. These come from several sources. Many can be purchased from quartermasters in each faction's base, while others can be acquired through looting certain mobs or even interacting with special objects found in the zone. Different secondary areas offer their own special buffs and items, for those who know where to look. Others are random drops, such as the class-specific tomes which grant players special abilities for 1 hour.

Quartermaster items

These items can be purchased from Dazzerian (Horde) or Crafticus Mindbender (Alliance) in their respective faction bases. Some items require reaching certain reputations with Wrynn's Vanguard or Vol'jin's Spear.

Class tomes

Class tomes are class specific consumables which modify existing abilities or in some cases grant entirely new ones. Class tomes have a chance to drop from the rare elite mobs found in the zone's secondary areas.

Scrolls and wands

These items can be obtained as random zone drops. Some are single-use, while others have 3 charges each. Players can usually carry up to 5 of each single-use item at the same time, but only one of each charge-bearing item. Scrolls take several seconds to use, while wands tend to be instant.

Of special note is Trade archaeology silverscrollcase [Scroll of Invoke Yu'lon, the Jade Serpent], used to summon the Jade Serpent Yu'lon. Similar to Inv egg 06 [Frost Wyrm Egg] and Inv misc horn 03 [Nesingwary's Lost Horn], this summons Yu'lon to fly along the Road of Glory, healing all friendly targets to full health and removing all Magical, Poison, and Disease effects from them. Yu'lon travels from the friendly base along the road in the direction of the enemy base.

Secondary area buffs and items

Each of these buffs and items can be obtained through objects or mobs found in a specific secondary area.

Ancient Artifact

Ancient Artifact

A player possessing the Ancient Artifact

Main article: Ancient Artifact

Inv chaos orb [Ancient Artifact] is a 30-minute buff obtained in Ashran through interacting with the Ancient Artifact object, which appears sporadically at a variety of locations throughout the zone. It is easily the most powerful buff in the zone, granting the player a remarkable 200% increased damage or healing, and an extra 100% maximum health. The possessing player is indicated with with a striking visual effect, highlighting them to other players, often from across the zone.

Interacting with the object takes several seconds, and despawns the object, granting the player the buff. Dying loses the buff and respawns the object, allowing another player to claim the buff for the remaining duration.

Frost Wyrm Egg

Inv egg 06 [Frost Wyrm Egg] is a usable item obtained as a random zone drop in Ashran. It summons a large Frostwyrm, who will fly down the Road of Glory toward the enemy base, using its Deep Breath ability to freeze all enemies as it passes, stunning targets for 8 seconds.

Nesingwary's Lost Horn

Inv misc horn 03 [Nesingwary's Lost Horn] is a usable item obtained through defeating rares in the zone's secondary areas. Using it summons a herd of Hemet Nesingwary's 'pets', which will stampede from the friendly faction base across the zone before running directly into the enemy faction base. These stampeding creatures will deal a small amount of damage to nearby hostile players and punt them high up into the air. Their punting range is quite large, and will affect any hostile player in the nearby area. Abilities like Spell holy layonhands [Levitate] and Slow Fall can be used to prevent damage from the fall back to earth, although this is less than would normally be experienced.

Alchemists' ingredients

These are special ingredients which can be traded with each faction's alchemist - Gimlet Ginfizz for Alliance, Tyra Silverblood for Horde - for supplies of some unusual potions.

Inv misc gem pearl 14 [Ashmaul Pearl] - found on the beaches north of Brute's Rise
Inv misc herb ghostmushroomcap [Ghost Truffle] - found singly in a variety of locations throughout the zone

Special objects and loot

Alliance Supply Chest

An Alliance Supply Chest.

A number of special objects can be looted during Ashran faction combat, including a number of keys. These objects have a chance of being looted from enemy player corpses.

Prison keys

Prison keys can be used to unlock the cages of prisoners in the enemy base.

Supply chest keys

Supply chest keys can be used to open faction supply chests, found at faction-controlled capture nodes along the Road of Glory.

Layout

The zone centres around the Road of Glory, the main lane between the Alliance and Horde bases - Stormshield Stronghold and Warspear Outpost - found at the south and north of the zone, respectively. Between the two bases lie five Towers, which can be claimed by each faction to push the battle toward the enemy gates. Around the central lane are four unique secondary areas, each with its own selection of elite and non-elite mobs. The central Market Graveyard can also be captured for 15 minutes at a time.

Defensive buffs

Players closer to their faction base gain buffs to their damage dealing and healing done, making it a little tougher to push across the zone. These buffs are only gained while within the local area of the base or Tower.

  • Faction base: 30% buff to damage dealing and healing done
  • Tower closest to faction base: 20% buff to damage dealing and healing done
  • Tower second closest to faction: 10% buff to damage dealing and healing done.

Towers

Five Towers line the Road of Glory, each defended by an ever-replenishing pool of faction NPCs. At the start of each battle, the two closest to each base belong to that faction, while the central Tower is immediately contested. The term "Tower" is a reference to "tower defense games", the MOBA subgenre upon which Ashran is widely considered to be based - Ashran's "Towers" are in fact small clusters of buildings through which the Road of Glory passes. Each Tower is marked on the map, along with an indication of which faction currently controls them.

Each Tower can belong to either the Allliance or Horde, or can be contested. Only one Tower can be contested at a time. In order to advance across the zone, players can capture the contested Tower for their faction. After a moment, the next most advanced Tower will become contested, with players able to progress to capture that Tower in turn. Battle NPCs such as guards and the far larger Fangraal, Kronus and Kor'lok will also advance (or retreat) automatically to the currently contested Tower.

Only the currently contested Tower can be wrested from the enemy - those belonging to either faction cannot be directly captured, without first capturing the contested Tower and in turn making the next Tower along contested. The current conflict point is listed at the top of the screen while within the zone.

Once all Towers have been claimed by a given faction, after a short interval the enemy faction base itself will become contested. In addition, the dominant faction's Sentinels or Headhunters will eliminate the enemy Gladiators, rendering the enemy base vulnerable. Attacking players then have a 10 minute window in which to assault the base and defeat the enemy faction leader, after which the base's NPCs will respawn, and the previous Tower will revert to neutral; attacking players will then need to capture it again in order to get another shot at assaulting the enemy base. Should the attacking faction succeed in slaying the enemy faction leader, the battle will be won, and after a moderate interval for looting, the zone will be reset, with control of the Towers reverting to the initial configuration. A special NPC also spawns to allow attacking players to fly back to their own base before the guards respawn.

Players can gain control of a Tower through a tug-of-war player presence mechanism similar to that seen in bases in Eye of the Storm. Once a Tower is seized, NPCs of the controlling faction will begin to spawn there, and enemy NPCs will despawn, strengthening the faction's push toward the enemy base. In addition Kor'lok, Fangraal and Kronus automatically centre around the currently contested Tower.

Capture of Towers is important for providing the opportunity to assault the enemy base; to protect your own base from attack; and to open up areas of the map for your faction to travel in relative safety. Because players must remain at a Tower for a period of time in order to capture it, it is often necessary to fall back to a Tower in order to capture it, allowing for the next to be opened up to assault. This is especially important when the faction guardians or Kor'lok are active, as leaving the last Tower uncaptured will cause their presence to be wasted, with the titans left far behind the front lines.

The Towers from north to south:

Mage Towers

Ashran - Jeron Emberfall

Jeron Emberfall summoning a phoenix to bombard invading Alliance forces

Situated overlooking the zone's second and fourth Towers, the Horde and Alliance Mage Towers house special Tower Guardian NPCs, powerful "mini-bosses" which act as additional barriers to progress across the zone. Currently, the Guardians act to bombard enemy players in the nearby Towers with their magics, but are not required to be defeated in order advance in the zone. However, their aerial attacks hit extremely hard, and can target players a significant distance in any direction from the Tower, reaching almost to The Crossroads. Players can seek shelter by staying very close to the Tower itself, or else must move well outside the area to avoid suffering damage.

The Guardians themselves are situated atop the physical towers of the first and fifth Tower areas - the Horde Tower of War and the Alliance Crestfall Rise - and can be accessed by ascending those towers, although combating them is not something which should be engaged in lightly. Special secondary objectives and rewards are offered for defeating the opposing faction's Tower Guardian.

Guardians can also be spoken to by friendly players, to whom they will provide an unending supply of Spell mage conjuredmanabuns [Conjured Mana Fritter].

  • Jeron Emberfall <Warspear Tower Guardian>
    • A blood elf who summons brilliant phoenixes to explode upon the heads of enemies assaulting the Tower below. Two Lava Furies serve as his guardians.
  • Rylai Crestfall <Stormshield Tower Guardian>
    • A human mage who takes pleasure in freezing Horde invaders with her frost magic.

Faction bases

Ashran bridge into Warspear

The bridge leading into the Horde base of Warspear

At the north and south of the zone lie the faction bases: the Horde's Warspear Outpost, and the Alliance's Stormshield Stronghold. Separated from the main island by a small bridge, each base features a graveyard and a variety of NPCs, including some well-defended Generals and several special NPCs which can assist the player in activating features within the battle. Each base is well-defended by level 100 Elite guards. Behind each faction base lies entry to that faction's Staging Area and capital city, outside the PvP zone itself. Entering the Staging Area will cause the player to leave the battle.

Generals

Each base contains three Marshals or Warlords, serving as Honor, Conquest and Elite Conquest Quartermasters. These can be slain by the enemy, depriving players of the ability to acquire PvP gear. The Generals are found inside the main faction building, surrounded by guards.

Battle NPCs

Each base features four NPCs who in exchange for Inv ashran artifact [Artifact Fragment] will provide special features to aid the faction in battle. Each requires a certain amount of Fragments in order to activate their special feature. However, this total can be provided cumulatively over time and by multiple players, with each NPC informing the player of the number gathered so far.

There are four types of battle NPCs:

  • Patrols (Alliance: Valant, Horde: Kalgan): Summons Stormshield Knight/Wolf Rider NPCs to patrol Ashran. Patrols spawn with one rider and two escort Stormshield Vanguard/Warspear Blood Guard NPCs, and wander occupied sections of the central lane, combating characters of the opposite faction whenever they encounter them. Several Patrols can be active at any time. Requires 600 Artifact Fragments.
  • Mage Portals (Alliance: Ecilam, Horde: Fura): Opens a Mage Portal near the centre of Ashran, which players of the controlling faction can use to teleport back to their faction base. The Portal has a guardian NPC, and is one-way only. The Alliance Mage Portal appears just northwest of the centre, while the Horde Mage Portal appears just southwest, in both cases slightly nearer to the enemy base. Active Mage Portals are marked on the map. Requires 400 Artifact Fragments.
  • Warlock Gateways (Alliance: Marketa, Horde: Nisstyr): Opens Warlock Gateways in Ashran, teleporting players of the controlling faction between Amphitheater of Annihilation (North-west) and Molten Quarry (South-east). Each faction has its own pair of gateways, and each gateway has its own guardian NPC, which can be defeated in order to destroy the gateway. The gateways can only be used while both are active. Active Warlock Gateways are marked on the map. Requires 400 Artifact Fragments.
  • Big Battle NPC (Alliance: Anenga, Horde: Atomik): Summons a single boss-like level 102 Elite NPC to guard the faction base. The Alliance summon Fangraal, an Ancient of War, while the Horde summon Kronus, an Earth Fury. Requires 1000 Artifact Fragments.
Wolf Rider patrol

A Horde Wolf Rider patrol, escorted by two Warspear Blood Guard

Monk Leaders
  • (Alliance: Evan-son Hipsbrew, Horde: Zelaji): Teleports players to the location of their current party leader, at no cost. Useful for getting straight into the action, and saving time when resurrecting. Located near the graveyard.
Shaman Leaders
  • (Alliance: Farseer Kylanda, Horde: Mare Wildrunner): Each faction features a Shaman Leader who allows players to view each of Ashran's secondary areas from within their faction base. Players must first complete a quest requiring them to visit each main area, before the Shaman Leaders will provide their services to the player.
Vendors
  • Flares (Alliance: Bixxie Rocketsocket, Horde: Frizzo Sparkrocket): Each base features a single Flare vendor, selling Spell fire flare [S.O.S. Relief Flare] for 50g. This flare can be used to alert the faction to the presence of an intruder, announcing the location via a /yell and a temporary marker on the map of all players of that faction.
Commander Jobby Shortsight

Commander Jobby Shortsight waits in the Horde prison to be freed by adventurers

  • Ashran Quartmasters (Alliance: Crafticus Mindbender, Horde: Dazzerian): Located near the Generals, each faction's Quartermaster offers a range of unique Ashran-only items in exchange for a small number of Inv ashran artifact [Artifact Fragment]. Some items require Honored or Revered with the Alliance or Horde Ashran faction. Items include invisibility effects, anti-invisibility effects, putting enemy players to sleep, reducing mob aggro range, instant mounting, and viewing players' collections of Artifact Fragment and other special items.
  • Standard repair and mining vendors.

Prisoners

Each base features a number of prisoners from the opposite faction. Trapped within cages, these can be released using Inv misc key 15 [Stormshield Prison Key] or Item pyriumkey [Warspear Prison Key], which have a chance to be looted from enemy players' corpses. Not yet implemented, releasing prisoners will provide players with special rewards.

Prisoners can be found in specific locations within Warspear Outpost and Stormshield Stronghold. The main location for prisoners is the opposing faction's prison, an underground chamber defended by a Prison Guard. Each base has three freeable prisoners situated in the main chamber, as well as one or two who appear slightly less concerned about their incarceration, located inside freely openable cells.

The prisons also serve as target destinations for paladins wielding Inv relics libramoftruth [The Jailer's Libram].

Warspear Outpost

The Horde Prisoners are mostly found in the Warspear Outpost prison, located beneath the relief hut on the left as you enter the base. A lone Prison Guard will need to be tackled to reach the cages themselves. Field Marshal Kerwin and Commander Jobby Shortsight can be freed from cages here, while Mya Springbloom and Helda Thunderbraids can be found pacing up and down inside cells, apparently happy to remain in place for the time being. Marshal Andrea DeSousa can be found above ground, just to the right of the entrance to the relief hut.

Stormshield Stronghold

The Alliance Prisoners are all found in the Stormshield Stronghold prison, found beneath the central chamber that houses the Alliance generals. A Prison Guard guards the prison, where the freeable Warlord Jugan, Marshal Lyrdrea Daybreaker and General Lizzie Heartbane can be found. Ezhwnakw Sharphorn stands in a separate cell, apparently resigned to this fate.

Accessing prisoners generally happens under one of two circumstances: while the enemy base is populated by its defenders; or while the enemy base is under attack, with its defenders either engaged in battle or slain. In the latter case, players can access the prisoners relatively easily, although the Prison Guard may still be alive. In the former case, players will need to find a way past the numerous elite and rare elite NPCs that stand between the opposing faction and their prisoners.

Two main options for this exist: combat, or evasion. The first requires defeating or engaging dozens of elite NPCs, and usually coincides with the overrunning of the base as a whole. The second is an option only possible for classes with stealth abilities, or players with access to special items such as Inv potion 25 [Phantom Potion] or Inv enchant formulaepic 01 [Scroll of Mass Invisibility].

The Jailor's Law Book can also be found and read here.

Hallowed Ground

Each faction's graveyard grants the Hallowed Ground buff to all characters of that faction that stand within the designated area. The buff makes the player immune to all damage.

The purpose of the buff is to provide a safe haven for players resurrecting during the invasion of their base. It also serves as a convenient safe spot for players wishing to take a minute away from the computer without fear of attack. However, while intended for defence, players with the Hallowed Ground buff are free to attack, apply buffs and debuffs and otherwise make use of their abilities. Any player of the correct faction can also enter and reenter the area as often as they like, each time becoming immune to all damage. Because of this, players may choose to enter the area to avoid attack; or to remain within the area while attacking nearby enemies. Players cannot gain the buff through occupying the enemy graveyard.

Throne of the Ogre King

Throne of the Ogre King

The Throne of the Ogre King awaits

East of the zone's centre waits Kor'lok the Ogre King, along with his two bodyguards. Apparently the spirit of a mighty ogre, this NPC is willing to enter the fray as a powerful ally for the faction who wins his grudging respect - and a fearsome enemy for the other.

The Ogre King's assistance must be won through defeating one of his bodyguards in combat. Gaul Dun Firok and Muk'Mar Raz are the Alliance and Horde champions, respectively, and the opposite faction champion must be defeated in order to recruit him. Once recruited Kor'lok will /yell his approval of the faction's efforts, and leaps into the fray as a boss-like level 102 NPC that will fight for that faction.

Upon being recruited Kor'lok will leap high into the sky, crashing down at the furthest capture point the faction has advanced to, where he will begin to attack any hostile characters, including NPCs. However, by default he is stationary and with a relatively small aggro radius can be circumnavigated by players not wishing to engage him in battle. Once attacked he will follow his foe, and can be easily pulled away his capture point spawn if desired. However, if pulled too far he will evade and return to his spawn point, although his health does not appear to reset.

Kor'lok deals melee damage and uses warrior-type attacks, including Bladestorm, Shockwave and a kind of damage-oriented Heroic Leap with a long cast time. A number of his abilities appear to be designed to deal area of effect damage, although his single-target damage is formidable.

Kor'lok is targetable, buffable and healable by friendly players. Keeping him alive is likely worthwhile, given his potential for substantial damage-dealing. The longer the Ogre King goes undefeated, the more susceptible to damage he becomes, through the stacking Curse of Kor'lok debuff.

Defeating Kor'lok causes a zone wide /yell announcing that the Ogre King slumbers once more. After a short while, another /yell will announce that he has awakened, reflecting that he is once again available for recruitment.

Muk'Mar Raz

Muk'Mar Raz, the Ogre King's Horde Champion

Bodyguards

Gaul Dun Firok and Muk'Mar Raz are the Alliance and Horde champions respectively, with only the opposite faction champion attackable by players. The champions wield the same abilities used by Kor'lok, namely Bladestorm, Shockwave and a kind of damage-oriented Heroic Leap with a long cast time. However, they also possess special abilities resembling Spell frost frostnova [Frost Nova], Spell deathknight strangulate [Death Grip] and Spell shadow psychicscream [Psychic Scream], making it harder for ranged classes to kite them. If all attacking characters die, the champion will evade and return to his original position, although his health will not be reset.

Defeating either faction champion will cause the other to despawn, preventing the other faction from quickly re-recruiting the Ogre King. Upon Kor'lok's defeat and subsequent reawakening, both champions will respawn with full health.

With around 3.3 million health and formidable abilities, the champions usually require a party of players to bring down under the best of circumstances, but when players of both factions are involved, things can become a little more complex. Whichever faction defeats their bodyguard first will gain the favour of Kor'lok, while the other bodyguard will despawn, preventing the opposition from reclaiming control. The result is a race between the factions, with each aiming to defeat their bodyguard before the enemy faction is able to do the same. While this can be achieved simply by defeating their own bodyguard first, players can take a more underhanded approach. Each bodyguard is healable by the friendly faction, making them excellent targets for heals and useful buffs, undermining the enemy faction's efforts. Crowd control can also be usefully employed upon parties of enemy players, either to simply slow their assault on their bodyguard, or, with good timing, to prevent players from escaping their bodyguard's high-damage area of effect attacks.

Secondary areas

Around the central lane are scattered several unique secondary areas, featuring elite and non-elite mobs and special interactable features, such as boulders to throw at enemies and grappling hooks to scale down to the beach below. These are the main gathering places for Inv ashran artifact [Artifact Fragment], gained from slaying mobs in the area. Each area also plays host to a special "point of interest" secondary event (see below) and challenging unique rare mobs, which drop extra rewards with a chance of class tomes.

Upon initially entering a secondary area, the player will be presented with a list of bonus objectives, chiefly involving slaying various mobs in the area. Completing these objectives will earn the player Artifact Fragments and other bonus rewards. Players can complete these objectives over the course of several visits to the area without losing progress. Objectives reset at roughly one hour intervals.[28]

In addition to serving to provide Artifact Fragments, each secondary area features a unique collectable item, buff or other special opportunity. These effects are usually quite powerful, and once acquired can be used to boost the player's abilities while back in the main battle. This encourages players to gather these resources in order to bolster their power on the battlefield, rewarding preparation and the exploration of the secondary areas.

Clockwise from north, the secondary areas are:

Ashmaul Burial Grounds

Ashmaul Burial Grounds

  • Brute's Rise (northeast) - Event: Ogre Fires!
    • Inhabited by the flame-speaking Ashmaul ogres, this area features fire elementals and elite gronnlings, as well as throwable boulders and grappling hooks to scale down to the beach below, where Ashmaul Pearls can be looted.
  • The Dark Woods (east-northeast)
    • A shady area populated by a tribe of outcast arakkoa and some voracious ravagers, the Woods are the only part of Ashran where the coveted Spell holy mindvision [Song Flower] grows.
  • Gorian Falls (east-southeast)
    • A damp, winding zone featuring marauding saberon, swarms of podlings, and some very large flying insects, as well as a series of caves. The Inv misc food 55 [Star Root Tuber] can be looted here.
  • Molten Quarry (southeast) - Event: Collect Empowered Ore
    • A lava-filled area populated by iron-eating goren and gronnlings, featuring an extensive Ogre Mine. The Spell lifegivingspeed [Leaping Gorger Residue] and Power Geode buffs can be obtained here. The inhabitants of this area are known as "the Destructors".[29]
  • Ashmaul Burial Grounds (southwest)
    • Home to the Gor'vosh ogres and the spirits and risen dead produced by their dark magics. Web-wrapped Soldiers can be found here, and freed to aid the player in battle.
Molten Quarry

Molten Quarry

  • Ring of Conquest (west) - Event: Orb of Power!
    • A heavily controlled high-difficulty area filled with toughened elite ogres, some of whom wield stone-based elemental powers. Not for the faint hearted, this area has been signposted by Harrison Jones as "too dangerous for casual explorers. Proceed with extreme caution."
  • Kings' Rest (west)
    • Just west of the centre of the zone lies Kings' Rest, a small area with links to nearby secondary areas. The area is notable for holding the Marketplace Graveyard, a capturable graveyard and the only resurrection point outside of the faction bases. The Graveyard can be captured similarly to bases in Eye of the Storm, allowing a faction to seize control of it for 15 minutes, after which it will revert to a neutral state. While captured, players of the controlling faction will be able to respawn there. To capture the Graveyard, the capture bar must be moved all the way to the far end.
  • Amphitheater of Annihilation (northwest) - Event: The Race!

As a result of long-standing feuds between the inhabitants of the zones in the northwest (Amphitheater of Annihilation) and southeast (Molten Quarry), and in the northeast (Brute's Rise) and southwest (Ashmaul Burial Grounds) areas, slaying Fragment-yielding mobs in each of these areas will grant a 30-minute stacking buff that increases damage done to mobs in the opposite area, as well as increasing the amount of Fragments gained from them. The buffs improve both figures by 20% per stack, and can stack at least 5 times.

While these buffs offer bonuses for swapping from base to base, the position of these zones means that one of each pair will be close to the enemy faction base, making farming Fragments there a particularly risky proposition.

Farming in these areas while they are behind the enemy front lines grants a buff increasing the amount of Fragments gathered by 25%.

Points of interest

Amphitheater of Annihilation

Amphitheater of Annihilation

Set around the outlying areas of Ashran are seven points of interest (POIs). These are special events which take place at certain times, offering rewards in the form of reputation, Pvpcurrency-conquest-alliancePvpcurrency-conquest-horde [Conquest Points],[31] and possibly Pvpcurrency-honor-alliancePvpcurrency-honor-horde [Honor Points] for the first faction to complete a specific secondary objective. Rewards are often provided in the form of Strongboxes, with varying contents.

POIs can be completed by any player in the area. POIs can take place during the main battle, or in-between battles. The occurrence of POIs appears to be random, and multiple POIs can take place at once. They are displayed on the map similarly to vignettes with a crossed swords icon, and can only be completed while active.

Clockwise from north, the POIs are:

  • Ogre Fires! (Brute's Rise)
    • Players must rush to claim Ogre Fires in the north-east of the zone. During the event, one of the numerous ogres in the area will become marked as the Ogre Fire, becoming claimable by a tug-of-war bar similar to bases in Eye of the Storm. Once a faction has fully claimed the fire, their score is increased by 1, and a new Ogre Fire is nominated. The first faction to claim 3 fires wins the event.
  • Collect Empowered Ore (Molten Quarry)
    • Scattered around the Molten Quarry are chunks of ore. Players can click on a chunk to pick it up, and can then travel to their faction's mine card to deposit it. The first faction to collect 10 pieces of ore wins the event. Players can only carry one chunk of ore at a time, and their movement speed is reduced while doing so.
  • Risen Spirits (Ashmaul Burial Grounds)
    • Capture 10 spectral Risen Spirits haunting the Ashmaul Burial Grounds. The first faction to capture 10 wins.
  • Orb of Power! (Ring of Conquest)
  • The Race (Amphitheater of Annihilation)
    • Around the centre of the area trawl two mighty riders - the Horde rider atop a giant clefthoof, the Alliance rider atop a mighty elekk - slowly doing laps of the Amphitheater. The riders move very slowly, but for each player of their faction within their vicinity their speed is increased by 30%, allowing them to outstrip their competitor. The first faction to complete 3 laps wins the event. The escorting of the riders is complexified by the presence of the mobs in the area, causing racing players to frequently incur the wrath of the local inhabitants. The riders cannot be attacked.

Faction NPCs

Warspear Gladiator

The Warspear Gladiators, Horde NPCs standing ready to challenge any attackers

Each faction has a range of NPCs which appear in various areas of the zone, providing both offensive and defensive benefits. Defeating them will contribute to the Enemies Slain quota.

In addition to specific combat NPCs, all base NPCs including vendors and Artifact Fragment NPCs will also join the battle if provoked.

  • Stormshield Marine/Warspear Grunt are non-elite minor creatures found in contested areas. They are generally locked in combat with each other, but will also attack enemy players.
  • Stormshield Gladiator/Warspear Gladiator are elite mobs found throughout the faction bases. These wait ready to attack any intruders, but do not venture out of their bases by themselves.
  • Stormshield Vanguard/Warspear Blood Guard are elite mobs found in faction-controlled outposts, as well as accompanying Patrols.
  • Stormshield Knight/Warspear Raptor Rider are special elite Patrol mobs summoned through spending Inv ashran artifact [Artifact Fragment]. They patrol occupied areas and attack enemies when encountered.
  • Portal and Gateway Guardians are unique mobs found defending Mage Portals and Warlock Gateways, belonging to whichever faction currently controls the feature.

The presence of so many NPCs in the battle adds a substantial PvE element to proceedings. Tanks are highly useful for combating the more powerful NPCs; these are often capable of one-shotting lighter-armored players and will respond to threat generation from healers as well as their actual attackers. Tanks can therefore greatly improve the odds against these NPCs and accelerate progression across the zone. Other specs can and should make use of taunt abilities to prevent healers from being annihilated.

Faction guardians

Underpowered Earth Fury

The Horde Guardian Kronus, prior to his empowerment

Fangraal and Kronus are the Alliance and Horde Guardians, powerful boss-like NPCs summoned through spending 500 Inv ashran artifact [Artifact Fragment] at appropriate battle NPCs. Once summoned they will who spawn at the currently contested Tower or base, attacking any hostile characters they encounter. When the currently contested Tower or base changes, these NPCs will immediately transfer to that location, even if there are no friendly players yet in that area.

These NPCs are substantial opponents, with the health of raid bosses and powerful melee attacks and abilities. Each has a special debuff, inflicted upon all nearby enemies: Fangraal has the "Soul of the Forest" debuff, causing slain enemy players to spawn temporary Treants NPCs to fight at his side, while Kronus has the "Stone Empowerment" debuff, causing slain enemies to grant him a 3% damage reduction buff, stacking up to 30 times. Fangraal also roots attackers.

While these NPCs are not necessary in order to assault the enemy base, their presence is a massive advantage in countering both enemy players and enemy NPCs. In the current build, it is generally recommended to keep the faction guardian active at all times. Once one faction has their guardian active, it is generally extremely hard for the opposing faction to regain control of the zone without summoning their own. Summoning the guardian can easily turn the tide of battle, even if the enemy was about to storm the base. Fangraal or Kronus can easily single-handedly fight back whole raids of players, especially with the help of players and other NPCs.

When both guardians are active, they can and will fight each other. However, their massive health pools mean that this is usually a long, slow war of attrition. Even with forty players, it may take several minutes of continuous and concerted damage-dealing to bring down a guardian.

Critically, guardians can be healed and buffed. Any healer should make an effort to ensure the guardian stays at high health, and dispel any powerful debuffs. Through regular healing, a guardian can become almost unbeatable. The opponents then have to deal with the healers first, while trying to avoid being swatted by the guardian. In this case, the only good option is to summon their own guardian.

While active, the current position of the player's faction guardian is marked on the map.

Factions

Rewards

Players participating in Ashran will be able to earn:

Ashran will feature an additional 200 Conquest Point cap, allowing players to earn an additional 200 points per week from Ashran on top of what they are able to earn from other sources. Players will be able to earn the full cap solely through Ashran if they choose.[32]

Notable NPCs

For a list of mobs found in secondary areas, see individual pages.

Ashran small NPC combat

Stormshield Marines and Warspear Grunts engaged in combat

Tower Guardians
Captains
Generals
Class leaders
Ashran - riverbeast patrol

Kamatari Whisperwind patrolling Stormshield Stronghold with her riverbeasts

Quest givers
Vendors
Temporary flight masters
Others (Alliance)
Ashran - Tina Fang

Tina Fang in Stormshield Stronghold's stables

Others (Horde)
Prisons
Mine entrances
Neutral
Main area mobs

Achievements

Gallery

Development

Ashran - work in progress

An early map of the zone, showing a slightly different layout

For a list of developments and changes to Ashran over the course of the Warlords of Draenor beta, see Warlords of Draenor beta timeline.

One reason for the lack of a zone similar to Ashran prior to Warlords of Draenor was technological constraints, while another was the lack of the design resources required to make it.[33]

Trivia

  • Each faction base features several "class leaders", NPCs representing their class in the zone. Both factions' warlock and mage class leaders are found serving to open gateways and portals respectively, while the Alliance Paladin Leader and the Horde Warrior Leader serve to summon Patrol NPCs. Shaman and druid leaders serve to empower the boss NPCs for the Horde and Alliance, respectively, while both factions' monk leaders serve to teleport players to their party leader. Other class leaders are to be found patrolling the base with pets or enchanted blades at their side. All class leaders are represented for both factions, except for the Alliance Warrior Leader and Rogue Leader, who are missing.
  • Senior PvP Designer Brian Holinka has stated that following the Warlords of Draenor expansion, he expects Ashran's relevance to diminish, much like with old raids. However, if the zone is a success, the developers will likely incorporate lessons learned from the zone into future features.[34]

Patch changes

References

 
  1. ^ a b Brian Holinka on Twitter - "It will use some new tech. It is instanced but you won't feel the transition (no load screen)." (2014-03-05)
  2. ^ a b c Ashran Preview: Prepare to Engage. Blizzard Entertainment (2014-07-17).
  3. ^ a b c MMO-Champion - Warlords of Draenor Dev Interviews, Proving Grounds Requirement in WoD, Blue Tweets (2014-02-23). Cite error: Invalid <ref> tag; name "Feb 2014" defined multiple times with different content
  4. ^ Brian Holinka 2014-05-12. Brian Holinka on Twitter.
  5. ^ a b BlizzCon 2013 "What's Next" Panel
  6. ^ Kor'lok - Submit, peasants, to the might of the great Ogre Empire! - The empire... will rise again!
  7. ^ Ashmaul Vengeance, Gor'vosh Vengeance
  8. ^ Inv ashran artifact [Artifact Fragment]
  9. ^ a b c d e f Belmiah Dayfury
  10. ^ a b Misirin Stouttoe
  11. ^ a b c Legionnaire Hellaxe
  12. ^ Stormshield Guard - I hear that Harrison Jones still isn't any closer to finding that artifact.
  13. ^ a b Officer Rumsfeld
  14. ^ Stormshield Guard - I think they fear that if we do find the artifact, we'll end up using it against them.
  15. ^ a b Warspear Grunt - You hear what happened? The blood elves say they found something big in the mines. ... They say it's part of the big artifact the Alliance is looking for.
  16. ^ Stormshield Guard - If they keep attacking our soldiers the way they have been, they may just drive us to it.
  17. ^ Examiner Remy Starminder
  18. ^ chaud 2014-04-15. Warlords of Draenor Developer Interviews, April 14 Hotfixes, Blue Tweets, Wowcraft. MMO-Champion.
  19. ^ Brian Holinka on Twitter (2014-10-08).
  20. ^ https://twitter.com/holinka/status/494941743242964994
  21. ^ Brian Holinka on Twitter (2014-10-02).
  22. ^ Brian Holinka on Twitter (2014-10-08).
  23. ^ Warlords of Draenor: Ashran Developer Livestream (2014-10-29).
  24. ^ Brian Holinka on Twitter (2014-10-02).
  25. ^ Brian Holinka on Twitter (2014-01-06). "From base to base is similar to AV but it's wider."
  26. ^ Brian Holinka 2014-03-28. Twitter / holinka.
  27. ^ Brian Holinka on Twitter (2014-09-15).
  28. ^ Chris Kaleiki on Twitter (2014-11-22).
  29. ^ http://wod.wowhead.com/spell=168595
  30. ^ http://wod.wowhead.com/spell=168596
  31. ^ https://twitter.com/holinka/status/499391784321966080
  32. ^ Brian Holinka on Twitter (2014-08-12).
  33. ^ Brian Holinka (2014-08-23).
  34. ^ Brian Holinka on Twitter (2014-08-23).

External links