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WoW: Legion details at gamescom: Interview with Tom Chilton & Ion Hazzikostas

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13198-wow-legion-interview-with-tom-chil

 

The Icy Veins team sat down with Tom Chilton and Ion Hazzikostas from the WoW development team to ask questions about Demon Hunters, Artifacts, the story in Legion, and what to expect for changing game play in the new expansion.

 

Note: Icy Veins shared this interview time with Wowfan.cz, and some of the things we present here were answers to their questions.
 
Here is what we learned:
 

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Demon Hunters

  • As it stands, Demon Hunters are slated to wear Leather armor. The developers used to feel that having too many classes on one armor type could cause problems, but as the game has moved towards Personal Loot, that has become less of an issue.
  • An all-new weapon type, Glaives, will be the only weapon type that Demon Hunters can use. They are a weapon 'pair' that comes together and fills both hand slots. Having only one available weapon type for the class will not be an issue in Legion, as you mostly focus on your Artifact throughout this expansion. In the future, Demon Hunters might eventually dual wield the 'standard' agility weapon types.
  • Demon Hunter starting level has not been set, but a starting level between 95-100 is currently being debated (as it is a Hero Class). It's "hard to imagine a Level 1 Demon Hunter running around Elwynn Forest."

wNDw1Hy.png

 

Artifacts

  • You obtain your Artifact early on in the Legion experience. This is the weapon you will use throughout the expansion. You will not get weapon drops in Legion. Something that wasn't mentioned during the reveal is that each Artifact has a number of Relic slots, which will determine its raw item stats (DPS, ilvl, etc.) and modifiers to the traits you've chosen, so the Artifact's stats will still improve as you defeat bosses.
  • It will be very important to see how the story plays out regarding Artifacts that come from characters like Tirion. No spoilers!
  • Existing Legendary weapons (and items) are unchanged. Artifacts will be presented differently. There will not be any Legendary weapons in Legion.

Update: Artifacts can still be transmogrified into other items! Other items cannot be transmogrified into Artifacts.
 


 

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Story Line

  • This is the main universe Illidan. There is no 'alternate universe' Azeroth going on. Gul'dan was banished through the Twisting Nether into our world, into our time today. The scene where Gul'dan discovered and awoke Illidan is part of the Demon Hunter experience and why the Legion is at this place - they came specifically for Illidan. "Maiev was out at the pub." tongue.png
  • The only time you spend inside the Emerald Nightmare is in the raid zone. Its influence will be felt outside, but only the raid takes place inside the Nightmare. The Emerald Dream/Nightmare might be expanded on further in the future.
  • The Mists of Pandaria story saw the Horde expelled from Dalaran, but with Khadgar as the leader of the Kirin Tor, he has worked with the Horde and feels responsible for Gul'dan, and wants help from both sides.
  • Asked if Wrathion will be back, as he foretold the coming of the Legion? "We'll see."
  • Karazhan's brief appearance in the cinematic teaser was important. Karazhan is an 'important place'.
  • Dalaran is more or less lifted from Wrath of the Lich King, and will be a neutral capital city for both factions. For game play purposes, it will still also be in Northrend - it won't be 'moved' the way it was for Wrath. Some things will have changed.
  • Regarding the new Violet Hold and other Dalaran changes, the devs noted that Dalaran has some ancient purposes that weren't fully understood, and it is affected by being brought this close to the Tomb of Sargeras.

scGLQM0.png

 

Game Play

  • Classes will evolve in a number of ways in Legion. The development team is looking closely at the core fantasy for each class. Talent changes and class changes are being made - stay tuned. The PvP talent system also gives the developers room to take PvP-type talents out of the current talent trees. PvP talents will not function in PvE environments.
  • As an example of class changes, the Survival Hunter 'spear' Artifact was brought up. In Legion, Survival Hunters will be a melee spec that utilizes a pet. To differentiate specializations, the developers will try to de-homogenize the classes. Further to this, Beast Mastery Hunters will fight at range with a pet, while Marksmanship Hunters will fight at range with NO PET.
  • Demonology Warlocks will be masters of summoning and controlling demons. Metamorphosis sort-of came to dominate the class, but the devs are refocusing the spec on demons. Affliction will continue to be about 'decay', and Destruction about 'bursts of fel fire'.
  • No stat squish is planned for Legion. Health numbers are 'fairly high', but that is because health was intentionally increased to manage the feel and flow of healing. DPS is still 'easily an expansion away' from the numbers players were seeing in Siege of Orgrimmar.
  • Professions are getting a lot of new stuff. The professions team for Legion is the largest that Blizzard has ever had for WoW, and they clearly heard the feedback that professions were underutilized in Warlords and overlapped with the Garrisons too much.
  • Realm firsts are not coming back. There was value in some (Ion mentioned things like the first player to beat Brawler's Guild, Mythic guild firsts, etc.), but the general philosophy is to allow players to take their time and enjoy the content at their own pace. Plenty of third parties actively track 'first to 100', etc.

UpdateOther Warlock specializations will not be losing access to demon pets. All three Warlock specs will still utilize demons.
 


 

Miscellaneous

  • Garrisons are staying in Draenor. If you want to go back and visit them, you can! They were always designed as something that you would leave in Draenor. The developers may revisit the system with something bigger, better, and different in the future.
  • Order Halls are very different - they are a shared multiplayer space. They just happen to be the place you'll go to send your Champions on missions. They don't duplicate the functionality of cities (no AH, no bank) - think Acherus for Death Knights.
  • A release date is not set yet. The full cinematic is being actively worked on, but it isn't quite complete yet.
  • For new players who feel intimidated by the size and scope of the game, the developers feel that the character boost helps get people to playing with their friends faster.

Learn anything you're excited about in this interview? Still new things you're hoping to find out about Legion? Let us know.

 

Icy Veins gets exclusive details on the upcoming Legion expansion from Tom Chilton & Ion Hazzikostas.

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First of all there's some great news and information in the above so great job folks!

 

I said to a few friends before the reveal that I was more interested in the "features" than the new expansion story / regular content such as zones raids and dungeons.  I feel they've got my attention with artifacts, changes to transmog and the Order Halls.

 

It's great to hear that the Order Halls will be a class hub without giving players a reason to stay there too long like garrisons (with regards to no AH, bank etc).

 

From a personal point of view I am really really looking forward to hearing more news about professions.  Hope we get some more info on those in the near future!  Glad they've taken on feedback from WoD as they are in a bad place right now!

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Will PvE talents function in PvP enviroments?

 

 

Will the honor v3 system start at level 100, or only at max level? There are players who want to level through Battlegrounds only, and would want tot unlock these early on.

 

They mentioned that they don't want gear to be the deciding factor for PvP, but will the gear play any factor at all in Legion? Is Honor (the currency system) going to be removed so people can buy gear according to their PvP level? 

 

I think its a great thing that Hunters can become melee, remembered all those melee spell back in WotlK. Wonder if they will be able to stealth via Camo, giving them a true Hunter-like feeling.

Demonology Warlocks becomes more like BM Hunters, are we going to see a massive imp swarm? 2 Infernals?

Edited by Archimage

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Class mechanic revamp will be cool, we'll see how it works out. Melee hunter ftw - NEED ME RAPTER STRIKE BACK!!!

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Raptor strike memories!

 

*Peelyon runs into melee range uses Raptor Strike*

 

"Peelyon what are you doing?! Did you run out of ammo AGAIN??!"

 

uhm maybe?!

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I'm pretty excited about the class changes! I want there to be more differences between the hunter specs, for instance. My main is a hunter, so I'm not 100% sure whether I'd want to be a melee pet spec, but what is really cool is I could switch as needed, for example, if the raid needed more melee over range for some reason (though range can still hang out with melee, I know :P).

 

I'm also excited for Demonology to go back to focusing on demons instead of Meta; I honestly didn't like Meta, which is the biggest reason I didn't like playing the spec (going Destro most of the time instead). I loved ALL THE IMPS so I'm excited to see how that changes in 7+!

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i have so many questions about the expac.

 

will feral druids with claws of shirvallah still have the new updated catform?

will the artifact weapon traits be active/balanced in pvp?

do i still earn conquest gear (and weapons) from arenas/rbgs or is pvp gear gone completely?

 

i focus on those for now. im excited but also a little bit worried

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An all-new weapon type, Glaives, will be the only weapon type that Demon Hunters can use. They are a weapon 'pair' that comes together and fills both hand slots. Having only one available weapon type for the class will not be an issue in Legion, as you mostly focus on your Artifact throughout this expansion. In the future, Demon Hunters might eventually dual wield the 'standard' agility weapon types

 

Are you sure it's that they're the only weapon that DHs can wield, and not that they're a weapon that only DHs can wield? Because this info directly contradicts Blizzard's own Demon Hunter page.

 

  • AVAILABLE WEAPONS
  • Daggers, Fist Weapons, One-Handed Axes, One-Handed Maces, One-Handed Swords
Edited by stoppableforce

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Are you sure it's that they're the only weapon that DHs can wield, and not that they're a weapon that only DHs can wield? Because this info directly contradicts Blizzard's own Demon Hunter page.

 

I was thinking the same. It might have been some miscommunication. Till blizzarad officially changes the info on their website, i will assume that "Glaives is a weapon that only Demon hunters can wear", and not that "Demon Hunters can only wear glaives"

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Was there any mention about how dual spec or respec will be handled for artifact weapons? We have thrown some ideas around in guild but it would be nice to know if we will have to do the quest over, or if the weapons will just "change" to our new spec when we change. 

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I would love to see unholy DKs take a bit more 'lich' to them - instead of a single pet that you make big, summoning short-lived minions of different types (spellcaster, archer, soldier, tank) would fit better - add in a chance of summon minion on enemy kill and you'd have some serious bad a$$-ness

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Hey, this was us with you at the interview. Check us out at Wowfan.cz. We are a Czech fansite, so I get the confusion with Russia. ;)

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I was thinking the same. It might have been some miscommunication. Till blizzarad officially changes the info on their website, i will assume that "Glaives is a weapon that only Demon hunters can wear", and not that "Demon Hunters can only wear glaives"

 

My bet is that Glaives will effectively be a two-handed weapon, like a staff or polearm, but it will be unique to Demon Hunters and unable to transmog into anything else.  And they'll probably be a fast weapon.

 

Then, Demon Hunters will also have access to the agility one-handers listed on the website, but will prefer quick weapons (like most rogues).

 

What you end up with is a choice similar to what Monks or Frost DK's have today: whether a single big two-hander is better than two smaller one-handers.  It will probably cause some alteration to optimal rotations, allowing a bit more variety to the DH gameplay without having huge spec-level differences.

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The problem with that theory is that it showed the game play of it during the stream and they were dual wielding them. The chances of dual wielding 2h weapons for a class focused on speed and agility is rather slim

My bet is that Glaives will effectively be a two-handed weapon, like a staff or polearm, but it will be unique to Demon Hunters and unable to transmog into anything else.  And they'll probably be a fast weapon.

 

Then, Demon Hunters will also have access to the agility one-handers listed on the website, but will prefer quick weapons (like most rogues).

 

What you end up with is a choice similar to what Monks or Frost DK's have today: whether a single big two-hander is better than two smaller one-handers.  It will probably cause some alteration to optimal rotations, allowing a bit more variety to the DH gameplay without having huge spec-level differences.

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The problem with that theory is that it showed the game play of it during the stream and they were dual wielding them. The chances of dual wielding 2h weapons for a class focused on speed and agility is rather slim

I'm not talking about the animation.  They'll still make it look like the DH is wielding two separate glaives, and the attack rates will match accordingly.

 

What they have said is that "glaives" will be a single item.  This means that it's effectively a single two-handed weapon for balance and mathematics purposes, even though the graphics and animation will show otherwise.

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I was thinking the same. It might have been some miscommunication. Till blizzarad officially changes the info on their website, i will assume that "Glaives is a weapon that only Demon hunters can wear", and not that "Demon Hunters can only wear glaives"

 

I was thinking the same. It might have been some miscommunication. Till blizzarad officially changes the info on their website, i will assume that "Glaives is a weapon that only Demon hunters can wear", and not that "Demon Hunters can only wear glaives"

Not sure how far down this post will go, but while I suspect you're probably right that it's a typo or mistake (kinda), They could also just be focusing on the fact that the Artifact weapons are the only weapons you should really be using this expansion and the demon hunters one will almost definitely be Glaives of some sort. So for this expansion demon hunter will/should only use Glaives. Also if anyone else has already pointed this out then sorry, only read through so many of the replies :D.

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Hey, this was us with you at the interview. Check us out at Wowfan.cz. We are a Czech fansite, so I get the confusion with Russia. wink.png

Haha, when we arrived they were like "You're with the Russian guys, so our Russian CM will take care of you!", so that confused us tongue.png Didn't we have an interview together last year too? Heroes maybe. And btw, feel free to use all our questions/answers, no worries

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Class mechanic revamp will be cool, we'll see how it works out. Melee hunter ftw - NEED ME RAPTER STRIKE BACK!!!

Agreed! They better bring back Volley too while they're at it. ;)

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Garrisons are staying in Draenor. If you want to go back and visit them, you can! They were always designed as something that you would leave in Draenor. The developers may revisit the system with something bigger, better, and different in the future.

 

Something bigger.

 

 

*Shudder*

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Raptor strike memories!

 

*Peelyon runs into melee range uses Raptor Strike*

 

"Peelyon what are you doing?! Did you run out of ammo AGAIN??!"

 

uhm maybe?!

 

 

Dude I still have 2,410 rounds of ammo in my hunters bank. Just cant bring myself to delete it.

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Dude I still have 2,410 rounds of ammo in my hunters bank. Just cant bring myself to delete it.

 

The wife still has her ammo bag - won't let go!

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      The Avoidance stat has been reduced in effectiveness by 27% at all levels. Death Knight Frost The synergy between Hungering Rune Weapon and Breath of Sindragosa has dominated the spec, leaving little room for variety. We’re adjusting this combo, and overall damage has increased to compensate. The result should be a more competitive talent picture. All three level 100 talents are tweaked for balance and to play more smoothly. Hungering Rune Weapon should still be hectic to use and require planning, but should not drastically overcap resources anymore. All damage increased by 14%. Hungering Rune Weapon has moved to the level 100 row, swapping with Glacial Advance, which is now on the level 58 row. Breath of Sindragosa damage increased by 10%. Hungering Rune Weapon duration reduced to 12 seconds (was 15 seconds) and additionally grants 20% haste. Obliteration duration increased to 10 seconds (was 8 seconds). Obliteration now causes Howling Blast to grant Killing Machine (in addition to Frost Strike). These changes collectively reduce Frost’s propensity to be flooded with resources in many of its talent/legendary setups Horn of Winter cooldown increased to 45 seconds (was 30 seconds). Murderous Efficiency chance reduced to 50% (was 65%). Koltira's Newfound Will generates 1 Rune (was 2) and now causes Obliterate to deal 10% extra damage. The following talents have shifted around in the talent tree to provide more choices and allow for better balanced options. This requires targeted balance changes. Runic Attenuation is now level 56, Murderous Efficiency is now at level 57, and Frozen Pulse is now level 90. Freezing Fog effect reduced to 20% (was 30%). Frozen Pulse damage reduced by 39%. Icy Talons bonus increased to 15% (was 10%). Shattering Strikes bonus increased to 60% (was 40%). The utility talent row on level 75 should now provide a better payoff in situations where Frost’s comparative lack of mobility is felt. Volatile Shielding now causes Anti-Magic Shell to generate 100% additional Runic Power (was: removes Runic Power generation), and no longer deals damage. White Walker replaced with new talent, Inexorable Assault: For every 1 second spent in combat with no enemy within 8 yards, you gain a stack of Inexorable Assault. Each stack causes your next autoattack to deal additional Frost damage. Druid All Specs Mass Entanglement is now a 15-yard AoE around the target. Prowl cooldown reduced to 6 seconds (was 10 seconds). Rebirth is now castable in all forms. Feral Feral’s updates are focused on addressing two issues with the spec: reducing the dominance of complexifying talents such as Savage Roar, Jagged Wounds, and Bloodtalons, and reducing the damage gap between learning the spec and playing it perfectly. Feral has traditionally been a high skill-cap spec, and we have no intention of changing that, but this suite of updates should make the spec more approachable and less punishing for those still learning its nuances. All damage increased by 33%. Bloodtalons damage bonus reduced to 20% (was 50%), and now additionally procs from casting Entangling Roots. Elune's Guidance cooldown reduced to 30 seconds (was 45 seconds), and combo points granted reduced to 5 + 5 over 5 seconds (was 5 + 8 over 8 seconds). Fixed a bug with Incarnation: King of the Jungle, where Ferocious Bite’s optional additional 25 energy cost wasn’t being reduced by 50% as intended. Incarnation: King of the Jungle now only allows the use of Prowl while in combat once throughout its duration, and now reduces the cost of all Cat Form abilities by 50% while active (was 60%). Jagged Wounds now causes your Rip, Rake, and Thrash abilities to deal the same damage as normal, but in 20% less time (was 33%). Moment of Clarity’s damage bonus to affected abilities increased to 20% (was 15%), and now affects Brutal Slash. Predatory Swiftness no longer affects or is consumed by Rebirth. Sabertooth damage bonus to Ferocious Bite increased to 20% (was 15%). Savage Roar duration increased by 50% at all combo point levels, and damage bonus reduced to 15% (was 25%). Tear the Flesh (Artifact trait) now increases damage dealt by Rake by 6% (was 7%) per rank. The following talents have shifted around in the talent tree to provide more choices and allow for better balanced options. Elune's Guidance has moved to level 100 row, swapping with Brutal Slash, which is now on the level 90 row. Jagged Wounds has moved to level 75, swapping with Savage Roar, which is now on the level 90 row. The rhythm and pacing of AoE situations should now feel more consistent with the rest of Feral’s abilities. Swipe Energy cost reduced to 40 (was 45). Thrash Energy cost reduced to 45 (was 50). Thrash Now generates 1 combo point if it hits a target. Savage Roar is generally maintained at full uptime, so the “deals increased damage for their full duration” on it provided no gameplay, only added complication. In comparison, Tiger's Fury and Bloodtalons still provide interesting gameplay due to their limited nature. Savage Roar now increases the damage of Feral damage over time effects dynamically, based on whether Savage Roar is active or inactive at the time of dealing damage. Previously, Feral damage over time abilities dealt a set amount of total damage over their full duration based on whether Savage Roar was active or not when the damage over time abilities were cast. Tiger's Fury and Bloodtalons functionality remains unchanged. Hunter The Porcupine family has been re-named to Rodent. Monk Windwalker Rushing Jade Wind damage increased by 22%. Nearly all damage sources are now covered by Versatility, and these were two that didn't need to be left out. Touch of Death’s damage is now increased by Versatility. Touch of Karma’s damage is now increased by Versatility. Paladin The Paladin class mount vendor now offers a glyph that allows Paladins to transform their Divine Steed into their class mount. Blessing of Sacrifice should now robustly prevent against reducing the casting Paladin below 20% health. Developers’ note: This is a bugfix to Blessing of Sacrifice to eliminate the issue with it reducing you to below the listed health amount, and even occasionally killing you. It should now be safe to rely on it to perform as expected. Retribution Traits and legendaries that buff Crusade should still be attractive, but not as far ahead of the pack as they previously were. All damage abilities increased by 6%. Chain of Thrayn now correctly, additively stacks with Crusade. Wrath of the Ashbringer trait bonus reduced to 2 seconds per rank (was 2.5 seconds per rank). Mastery’s effect on Judgment damage increased by 46%, and Mastery’s effect on Judgment debuff strength increased by 17%. Execution Sentence damage increased by 17%. Righteous Blade trait bonus reduced to 4% per rank (was 5% per rank). Unbreakable Will is no longer triggered when you’re under the effect of Sleep Canister. Protection There should now be much less DPS and survivability swing between Seraphim and non-Seraphim builds. Non-Seraphim builds now do better damage, and Seraphim builds do not sacrifice as much defense as they previously did. Seraphim cooldown increased to 45 seconds (was 30 seconds) Damage increased by 8%: Avenger's Shield, Judgment, Hammer of the Righteous, Blessed Hammer, Consecration, Shield of the Righteous, Eye of Tyr. Bulwark of the Silver Hand now gives 35% Armor (was 20%). Shaman Elemental Earthquake damage increased by 19%. Static Overload redesigned: After using Stormkeeper, your next Chain Lightning causes Elemental Overload to trigger on every target. Elemental continues to have strong AoE capabilities, but we want to help make their single target damage a bit more attractive. All damage abilities increased by 6% (with the exception of Chain Lightning). Earth Shock damage increased by 7%. Frost Shock damage increased by 13%. This set of changes gives Elemental much more room to benefit from their mastery stat before reaching the hard cap of 100% proc rate. Elemental Blast damage increased by 7%. Elemental Blast now provides 2000 stats at level 110 (was 2400). Elemental Overload now does 85% of base damage (was 75%) and its proc rate has been reduced by 17%. Totem Mastery: Storm Totem bonus reduced to 5% (was 10%). Warlock Healthstone now heals 25% of the user’s health at all levels. Developers’ note: Healthstones should be more useful at current endgame health amounts. Warrior Fury Juggernaut damage bonus reduced to 3% per stack (was 5% per stack). Execute damage increased by 20%. Class Halls
      The Tier 3 Class Hall research bonus now costs 1,000 Order Resources (was 2,000). The Tier 4 Class Hall research bonus now costs 2,500 Order Resources (was 4,000). The Tier 5 Class Hall research bonus now costs 5,000 Order Resources (was 8,000). All research durations for changing a bonus have been reduced 1 day (was 3 days). The cost to change the Tier 7 research bonus has been increased to 5,000 Order Resources (was 2,000). Companion App
      Added support for Argus world quests and missions. Dungeons
      Players can no longer swap equipment in Mythic Keystone dungeons while under the effect of the Bursting or Grievous damage-over-time effects. Items
      Attack Power has been removed from all player gear and replaced with Strength or Agility, except in cases where those stats would be inappropriate (such as guns). Many holiday-themed items now have substantially-reduced cooldowns when their associated holidays are active. Many legacy class set items that did not have a sell price now have a sell price. Contributing to a building on the Broken Shore no longer awards a Legionfall Recompense item, and the Artifact Power value of the Artifact Power token awarded has been reduced. Artifact Power items no longer have a sale price, as they should always be useable. Artifacts Hidden Appearances – You are no longer required to be using your current specialization’s Hidden Artifact Appearance to gain progress towards unlocking its 3 color variants. You can now gain progress towards unlocking the 3 color variants of your Artifact’s Hidden Appearances set while you are in any spec and using any Artifact appearance. Challenge Appearances – You are no longer required to be using your current specialization’s Challenge Artifact Appearance to gain progress towards unlocking its 3 color variants. You can now gain progress towards unlocking the 3 color variants of your Artifact’s Challenge Appearances set while you are in any spec and using any Artifact appearance, as long as you have unlocked the base challenge appearance for a given spec. The Appearance requirement “Defeat all Legion dungeons” has been changed to “Complete 10 different Legion dungeons”, and now includes Seat of the Triumvirate. Druid Feral Garb of the Astral Warden 2-piece set bonus (Item - Druid T19 Feral 2P Bonus) redesigned and now causes Thrash to deal 15% increased damage (was “Thrash generates 1 combo point if it hits a target.”). Garb of the Astral Warden 4-piece set bonus (Item - Druid T19 Feral 4P Bonus) now causes Shred and Swipe to deal 8% increased damage for each Bleed effect you have on the target (was 15%). Shaman Elemental The Regalia of the Skybreaker 2-piece bonus (Item - Shaman T20 Elemental 2P Bonus) now reduces Storm Elemental cooldown by 2 seconds (was 1.5 seconds). Player versus Player
      Fierce Gladiator’s Cloak’s rating requirement has been increased to 2300. Additional Artifact Power tokens are awarded to players that win Arena matches based on the player’s rating, starting at 1800. Enchanter's Illusion - Glorious Tyranny is now available to purchase from Prideful Gladiator vendors, for characters who earned Duelist: Season 14 or Duelist: Season 15. Enchanter's Illusion - Primal Victory is now available to purchase from Warmongering Gladiator vendors, for characters who earned Duelist: Warlords Season 1, Duelist: Warlords Season 2, or Duelist: Warlords Season 3. All Classes Pets in PvP are now immune to Taunt effects for 20 seconds after being Taunted. Shaman Restoration The totem summoned by Grounding Totem will no longer take damage from spells that are redirected to it. Quests
      The Broken Shore now offers an Emissary Quest. User Interface
      A “Summon Random Favorite Battle Pet” button has been added to the Pet Journal. Legendary quests now display as orange markers on the world map. Legion dungeon and raid maps now have clickable icons where sub-maps connect, making it easier to navigate between floors. Mount and pet unlocks now have a unique toast. The Dressing Room pane is now larger. The Shop has a new checkout interface. You can now turn left and right with the Move Pad accessibility feature.
    • By Stan

      An official preview of the Argus campaign talking about how you get to Argus and the content unlock schedule.
      If you haven't played WoW for a while, look at our Returning Player Guide for Patch 7.3 and Argus introduction, with more details about how to get to Argus and what awaits you before taking the fight to Argus.
      Content Unlock Schedule
      Week 1 (August 29)
      Unlock the initial chapters in Krokuun and Krokuun world quests. Start gaining reputation with new factions. Week 2 (September 5)
      Continue the Argus story in Mac'Aree and unlock Mac'Aree world quests. In Mac'Aree, you can only gain reputation with Argussian Reach. Invasion Points / Greater Invasion Points will open. Get new ilvl 930 items from Argus world bosses within Greater Invasion Points Week 3 (September 12)
      The final zone, Antoran Wastes, becomes available. Complete the story to unlock Antoran Wastes world quests. In the zone, you can only get reputation with Army of the Light. Seat of the Triumvirate dungeon unlocks. Netherlight Crucible will be accessible. Blizzard provided clarifications explaining how the new Relic customization system works. We started with 7.3 coverage way back and created a hub with all information. Get ready, Argus awaits!
      Blizzard (Source)
      As the fel-scarred planet Argus looms in the skies overhead, Azeroth’s greatest heroes prepare a desperate mission into the heart of the Burning Legion’s stronghold. Succeed, and Azeroth may at last know peace; fail, and all worlds will burn. The battle against the forces of the Legion has all come down to this.
      The journey to Argus begins within the Exodar. Velen is gathering allies to join him on a journey most perilous aboard a new ship known as the Vindicaar. Once on Argus, adventurers progress through a series of story chapters in three new regions. Each week, new elements of the story on Argus become available, telling the tale of what was, what is, and what could be.
      To help you prepare for your expedition to this hostile world, we’ve provided an itinerary for your time ahead:
      Week 1: Begin the invasion of Argus and embark on an epic storyline beginning in Krokuun. Team up with the Army of the Light and take the fight to the very heart of the Legion in the Antoran Wastes. Gain access to new World Quests and Emissaries on Argus.
      Week 2: Finish the story of Krokuun and travel to the ruined draenei city of Mac’Aree. Gain access to Invasion Points and thwart the Burning Legion’s plans on other worlds. Additional World Quests in Mac’Aree are available along with access to Invasion Points.
      Week 3:  Finish the Shadows of Argus storyline, unlock all World Quests, and venture into the new dungeon, the Seat of the Triumvirate. Activate your Netherlight Crucible on the Vindicaar to begin forging Relics.
      THE HAND OF FATE
      Your journey from Azeroth begins with the quest The Hand of Fate.  Azeroth’s heroes are asked to travel to the Exodar and meet with Velen and his gathering allies—many of whom are familiar faces. It’s all hands on deck for the arduous task ahead.
      EMBARKING ON THE VINDICAAR
      After you join up with Velen and the rest of the invasion party, it’s time to embark aboard the new draenei vessel — the Vindicaar. It serves as the base of operations for your time on Argus and is outfitted with a variety of conveniences that become accessible over time, including an innkeeper, mailbox, profession trainers, portal to Dalaran, repairs, quest givers, vendors, the Vindicaar Matrix Core, Navigation Console, and Netherlight Crucible.
      Netherlight Crucible
      The Netherlight Crucible is a forge that will help you enhance the relics on your Artifact weapon. As you progress through the storyline on Argus, you’ll unlock the forge’s abilities and the additional power of your Artifact weapon through your chosen relics.
      Navigation Console
      The Navigation Console aboard the Vindicaar connects to beacons on the surface of Argus.  These beacons will help you quickly travel from point to point throughout Argus and back to the Vindicaar when needed.
      The Matrix Core
      Several Vindicaar powers unlock within the Matrix Core at the heart of the ship as you progress through Argus. These powers can be used to aid you along the way.
      Light’s Judgment: This allows you to target and fire Light’s Judgment, the Vindicaar’s main weapon, while on Argus. Lightforged Warframe: This allows use of the Lightforged Warframe mechanized armor suit while on Argus. Shroud of Arcane Echoes: This allows the use of the Shroud of Arcane Echoes’ power, making you untargetable by enemies for a limited time while on Argus. Fel Heart: The Fel Heart of Argus allows you, when on Argus, to be brought back to life after taking fatal damage and continually heal while not in combat. Thaumaturge Vashreen (Ethereal Vendor)
      Veiled Argunite can be earned in a variety of ways including killing rare elite mobs. Much like Nethershards on the Broken Shore, this currency can be used to purchase Relinquished items from Thaumaturge Vashreen that create ilvl 910 soulbound gear for your specialization.
      Profession Trainers
      Not all Profession trainers can be found on the Vindicaar, but with a new world to exploit explore, there are new opportunities for new crafted items. Azeroth’s finest will need the best equipment to take on the challenges ahead— and opportunity awaits for their crafters.
      TAKING THE HIGH GROUND
      Like the Broken Shore, the demonic forces of the Burning Legion aren’t going to roll out the red carpet for you. To get a foothold on the surface of Argus, you’ll need to make sure the Vindicaar is protected from the Legion’s defenses. While the devastation to this once shining world is widespread, there are bright spots among the new —and perhaps old—allies along the way. There are two new factions to encounter along the way: the Army of the Light and Argussian Reach.
      The Army of the Light: The Army of the Light has been at war with the Legion on Argus for centuries, engaging in tactical guerilla strikes using their warship, the Xenedar. While outnumbered, they aren’t down—and they’re certainly not out. They continue to fight with cunning, striking at points of opportunity quickly and moving on. Argussian Reach: Although many struggled to oppose the Burning Legion's conquest of Argus, not all were able to escape. Emboldened by the arrival of new allies, these refugees and outcasts stand united in their mission to reclaim their home. TRAVELING ARGUS
      Lightforged Beacons are similar to flight paths and are discovered as you progress through the storylines within Krokuun, Antaron Wastes, and Mac’Aree. These beacons transport you quickly back to the Vindicaar or out to any additional beacons you’ve discovered throughout the three regions.
      NEW WORLD QUESTS
      As with the Broken Isles and Broken Shore, World Quests become available throughout the various regions as you venture through Argus. They offer a variety of rewards and a new Emissary Quests that align with the new factions Army of the Light and Argussian Reach.
      There’s plenty to learn about both past and present Argus as you progress through the regions and experience the stories of those who have been impacted by the Burning Legion. For some, it will be a tale of redemption; for others, it is a tale of deepest loss. In the end, it’s a story that the future of Azeroth depends on.
    • By Stan

      A source of the latest information related to Patch 7.3 and beyond!
      Our Patch 7.3 hub organizes all 7.3 data and latest news coverage in a single place.
      Welcome to our centralized hub dedicated to the biggest patch ever introduced to World of Warcraft. For easier navigation, we'll keep it updated throughout testing by adding links to our latest coverage, so that you won't miss out on any important information.
      Patch 7.3
      Patch 7.3 titled "Shadows of Argus" is arriving August 29.
      Official Patch Notes *new* Blizzplanet's Gamescom Interview with Ion Hazzikostas *new* Returning Player Guide Reputation Guides (Argussian Reach & Army of the Light) Ion Hazzikostas Patch 7.3 Interview  Content Rollout Schedule Dungeons (M+) Changes Build Highlights // Class Changes
      In this section, you will find the most recent changes sorted by build.
      Patch 7.3 Build 24853 Patch 7.3 Build 24727  Patch 7.3 Build 24651 Patch 7.3 Build 24608 // Feral Druid // Frost DK & Mage Changes Patch 7.3: Upcoming Frost Death Knight Changes Patch 7.3 Build 24539 // Patch 7.3 Feral Druid Changes Patch 7.3.0 Build 24500 Patch 7.3.0 Build 24473 Dev Notes
      Blizzard usually posts on the official forums once a new PTR build is deployed to test realms, giving an overview of new features that become available for testing.
      Build 24829 Build 24608 Build 24539 Build 24500 Build 24473 Artifact Power & Advancement
      In Patch 7.3, you will be able to unlock the Netherlight Crucible, a new way of Artifact customization via relics.
      Artifact Knowledge Changes The Netherlight Crucible (Extended Preview) (Build 24700) The Netherlight Crucible Clarifications (Official) The Netherlight Crucible Early Preview (Build 24608) Antorus the Burning Throne
      The new raid is currently tested on PTR and will be available in Patch 7.3.5.
      Antorus, the Burning Throne Raid Preview (Build 24473) Antorus Raid Rewards Antorus Raid Zone Preview Part 1 Antorus Raid Zone Preview Part 2 Antorus Raid Zone Preview Part 3 Antorus & The Pantheon Legion Ending & Next Expansion Leaks New Creature Models (Antorus Bosses, Titans, Lore Characters) (Build 24473) Tier 21 Sets
      In Antorus, you will find Tier 21 Sets dropping from the bosses.
      Tier 21 Sets Preview (Normal Tints) // Mythic Tints Tier 21 Death Knight (Build 24608) Tier 21 Druid (Build 24500) Tier 21 Mage (Build 24651) Tier 21 Monk (Build 24539) Tier 21 Paladin (Build 24539) Tier 21 Priest (Build 24500) Tier 21 Rogue (Build 24539) Tier 21 Warlock (24651) Argus & Gameplay Videos
      Argus is a new planet that has three zones. Krokuun, Mac'Aree and Antoran Wastes. In the following articles, you will find detailed information about all the different zones.
      How to Get to Argus (Intro) Vindicaar Matrix Core Powers & Assessment Argus Gameplay Part 1 (up to Krokuun) (Build 24473) Argus Gameplay Part 2 (End of Chapter 1) (Build 24500) Argus Gameplay Part 3 (Mac'Aree) (Build 24539) New Factions
      Two new factions have been added to the game in Patch 7.3.
      Argussian Reach (Faction) Preview Army of Light Faction Preview Weapons of the Lightforged (Build 24473) Gearing & Alts
      All useful information in terms of gearing and alts.
      Reputation Catch-up & New Heirloom Amulet *new* Unsullied & Confiscated Gear *new* Veiled Argunite & New Gear Tokens Invasion Points
      A new type of repeatable content, aka scenarios with different stages with the goal to defeat a boss at the end.
      Invasion Points // "Lesser & Greater Rifts" Coming to WoW Invasion Point: Blood (Build 24539) Invasion Point: Ice (Build 24539) Seat of the Triumvirate
      A new five-player dungeon located in Mac'Aree (Argus)
      Seat of the Triumvirate (Dungeon) (Build 24608) New Transmog Items (Build 24500) Missions
      New Champion Equipment & Missions Mounts
      New Mounts (Build 24473) Lightforged Golem Mount Shackled Ur'zul (Mythic Argus Mount) Pets
      New Tameable Hunter Pets (Build 24781) New Pets (Build 24473) New Pets (Build 24853) Professions
      New Profession Updates (Build 24473) // The Future of Obliterum World Bosses
      New World Bosses (Build 24473) New Caster Animations
      In Patch 7.3, several caster Classes received updates to their animations.
      Official Preview Druid, Mage, Shaman Animations (Build 24473) Priest Animations (Build 24473) Restoration Shaman Animations (Build 24500)