Inspired by the following thread:
https://us.forums.blizzard.com/en/wow/t/can-someone-write-a-bfa-ashran-guide/322763
So it looks like one of these “bg week” casuals has asked for help playing the BFA version of Ashran. I’ll take a stab at it I guess, since I’ve been playing a good share of Ashran games these last few weeks
A. "What’s the difference between this and WoD-era Ashran?"
All the “side events” from WOD have been removed for the most part, and each team now has a fixed number of reinforcements.
Think of reinforcements like “lives”, so your team has X amount of “lives”. This is what you see up at the top-center of the screen. The first team to run out of “lives” (drop to 0 reinforcements) loses.
The current BFA version of Ashran is basically just a big team deathmatch with some PvE elements sprinkled throughout… think a larger version of Southshore vs Tarren Mill.
B. “What do we do in here?” / "I have no idea what’s going on"
There are only two win conditions in BFA Ashran:
- kill the enemy team’s boss (instant win)
- out-PvP the enemy team and get 150 kills
There is no time limit, and the match will go until a team satisfies one of these two win conditions.
C. "What about all these weird ‘Ashran’ items I keep looting?"
There are all kinds of PvE items (also referred to as “toys” in bg chat) that you will probably loot throughout the course of an Ashran match. These items show up in your bags/backpack and need to be manually clicked on in order to use.
Some of these PvE items like “Frost Wyrm Egg” and “Nesingwary’s Lost Horn”, can be QUITE busted/overpowered if used at the right time during a teamfight.
There are even class-specific items which can drop, such as a “book” that allows Druids to use their flight form within the bg.
All of the items tell you exactly what they do in their tooltip/description, so if you’re ever confused just take a quick moment to mouse over the item and read.
D. "Ok… what are some winning strats?"
Just a few off the top of my head, so by no means a complete list…
- "Basic mid push" strat
- This strat involves nothing special… just a simple push down the main road, ideally out-DPSing/out-PvPing the enemy team and capping flags along the way. Most random casuals and PUGs seem to “default” to this strat from what I see. It is entirely possible to win this way and just brute-force your way to the enemy team’s base - it’s just not as efficient as the other strats.
-
"Backdoor" strat
(DISCLAIMER: high risk/high reward… use at your own risk!)
- This strat involves the ENTIRE TEAM rushing to the backside of the enemy base right at the start (completely ignoring everything else), shrouding in under cover of Rogues, and zerging the enemy’s boss… blowing all cooldowns including lust/hero. If it works, your team can literally win in less than 5 minutes. If it fails or your team wipes? Your team will lose 35-40+ points, and people may start leaving in droves
- "Mage rush" strat
- This strat involves your team rushing to the enemy’s tower mage mini-boss NPC early on in the match, in order to take a quick lead on reinforcements (a tower mage kill is worth 50 points).
- "Ogre push" strat
- This strat involves defeating the ogre mini-boss (off to the right side of the map) in order to convince the ogre king to fight for your team, keeping him healed up, and pushing with him towards the enemy base. Ogre king is capable of dealing very high AOE damage (he absolutely wrecks unprepared PUGs), with proper ground troop support he can carry your team right to the enemy’s doorstep.
- "Toy spam" strat
- This strat involves running around the map farming/collecting a bunch of “toys” from rares as they spawn, then using these “toys” in surprise/flank attacks or otherwise relying mainly on the “toys” when pushing. Many of the “toys” are busted/overpowered when used in conjunction with each other, so a clever raid leader can really exploit/maximize this strat. This strat is quite popular with premades
E. "I’m a melee and this bg just sucks for melee, any tips?"
First of all, try to stay alive! Please don’t “feed” kills to the enemy team!
Because this is a reinforcements-based bg, your individual deaths can really start to matter/add up in the late-game… ESPECIALLY if it turns into a close “neck-and-neck” game. 5 melee that rack up 10+ deaths each can literally cause your team to lose if the score is close. Then there is also the ever-present threat of enemy Death Knights and deathgrip (hint: melee are low-hanging fruit for DK’s).
Yes, Ashran is not a melee-friendly place. Just be careful, because like I mentioned earlier each team only has a finite amount of “lives”.
Personally what I do when I play melee in this bg? I mainly focus on trying to gank the enemy players that get too close. And when I do make an attack run into the enemy’s deathball, I always make sure I have a defensive cooldown ready beforehand. Charging into the enemy’s deathball without either a defensive cooldown ready or a mobility/escape cooldown ready is just asking to get deleted.
F. "Good info, but I was also wondering about __________"
I probably missed some stuff, so feel free to ask below