Patch 7.3: Argus Patch Hub

5 posts in this topic


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.

UPDATE: 26/10: This hub will no longer be updated. You can check out our Patch 7.3.2 hub instead.

Patch 7.3

Patch 7.3 titled "Shadows of Argus" is now live. For more information we suggest reading our Shadows of Argus Survival GuideAll our class guides have been updated with Netherlight Crucible trait recommendations.

Patch 7.3 Hotfixes

The following hotfixes have been applied to live servers so far:

Build Highlights // Class Changes

In this section, you will find the most recent changes sorted by build.

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.

Artifact Power & Advancement

In Patch 7.3, you will be able to unlock the Netherlight Crucible, a new way of Artifact customization via relics.

Antorus the Burning Throne

The new raid is currently tested on PTR and will be available in Patch 7.3.2.

Tier 21 Sets

In Antorus, you will find Tier 21 Sets dropping from the bosses.

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.

New Factions

Two new factions have been added to the game in Patch 7.3.

Gearing & Alts

All useful information in terms of gearing and alts.

Invasion Points

A new type of repeatable content, aka scenarios with different stages with the goal to defeat a boss at the end.

Seat of the Triumvirate

A new five-player dungeon located in Mac'Aree (Argus)





World Bosses

New Caster Animations

In Patch 7.3, several caster Classes received updates to their animations.

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4 hours ago, Feradac said:

Awesome, thanks for the coverage!

That's what we're here for!

  • Like 1

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4 hours ago, Rhogan said:

Love the idea of this page, great idea to keep all patch notes in a neat corner. Amazing, keep it up!

Glad that we're helping - we'll do our best to keep everything updated as it comes :)

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    • By Zadina

      The devs are experimenting with this change, which takes the nature of cooldowns back to how they were in Vanilla.
      Players noticed that in the latest Battle for Azeroth Alpha build damage and healing cooldowns, that didn't previously have a global cooldown, now had one. Ion Hazzikostas confirmed this and explained the reasoning behind the change.
      Watcher call this change "an experiment" in the beginning of his post, although later on he depicts it as something the team has desired for a while and is working on improving. They are not planning on putting interrupts and signature skills, like Lay on Hands, on the global cooldown, but they have changed offensive cooldowns and on-use trinket to be on the GCD. The reasoning behind this is that there isn't much decision making into pushing a Macro containing multiple spells. They will try to balance this by extending the duration of said offensive cooldowns. They understand that people are going to feel weird initially about this, but it has worked so far, for example, with Stormkeeper for Elemental Shamans (and most of Ele and Enhancement Shamans abilities).
      Thank you for the feedback. This set of changes reflects an experiment in the latest Alpha build. Some context and explanation follows.

      The "global cooldown" was so named because it originally was nearly universal. In the early days of WoW, virtually all abilities were on the GCD, with some of the only exceptions being "on next swing" attacks like the old Heroic Strike and Maul, which didn't have an immediate effect when activated. For melee players especially, with mostly instant abilities, the global cooldown was the metronome that governed the rhythm and pacing of WoW combat, including the agile Rogue being able to act more quickly than others. But over the years, more and more abilities have been taken off the GCD, to the point that, depending on class, spec, and talent choice, it's possible in Legion for someone to have 10+ abilities in their spellbook that ignore the "global" cooldown. 

      Recently, we took a step back and surveyed the landscape of what did and didn't respect the GCD, looking to justify each of these decisions anew. This process is still ongoing, and further changes may come.

      Aside from setting the overall pacing of combat, abilities being on the global cooldown can create potentially interesting choices: If you're in an arena match and are low on health being melee attacked, but so is your target on the enemy team, do you use your next GCD to try to finish off your opponent, or to get yourself out of harm's way? That's a nuanced decision, where a skilled and experienced player is more likely to intuitively make the right read of the situation. If your defensive/escape tool is off the GCD, then there is no decision: You simply do both.

      But on the other hand, taking something off the GCD improves responsiveness, and opens up avenues of reactive gameplay. Until Wrath of the Lich King, most spell interrupts were on the global cooldown. Back then, someone tasked with interrupting a boss (Reliquary of Souls in Black Temple was notorious in this regard) would often stop using any abilities at all when it was their turn in the rotation, lest they find themselves on cooldown and unable to interrupt. That's technically a decision, but more of a nuisance than a satisfying choice. Similarly, trying to use Lay on Hands to save the day in response to a sudden dip in your tank's health, only to have the spell fail to cast because you'd executed a standard part of your rotation a half-second prior, simply felt bad. We have no plans to put either of those abilities back on the GCD.

      This brings us to a broad category of abilities that are off the GCD in Legion: Offensive burst cooldowns. These are almost always pre-planned and not generally used in response to an unexpected situation. With them off the GCD, talenting into such abilities often just becomes a matter of adding another line to a burst macro without any additional gameplay as a result. In endgame raid and dungeon situations, stacking all possible cooldowns has an outsized impact on someone’s total performance, while in PvP, the fact that major damage amplifiers can be applied simultaneously with an outgoing damage ability (e.g. Battle Cry/Recklessness -> Avatar -> Mortal Strike) heavily limits counterplay and makes worst-case burst damage more severe. 

      Thus, we're putting most activated offensive cooldowns, along with On Use offensive trinkets, back on the GCD. We will tune these effects around this change (see, for example, the increase to the duration of Recklessness in the latest Alpha build). Abilities like the Elemental shaman's Stormkeeper have demonstrated that an offensive cooldown that takes the place of another spell (and even has a cast time) can still feel very potent. 

      Finally, while we wouldn't make a gameplay change solely for this reason, there is some additional upside to being able to better telegraph the activation of a major cooldown via animation and visuals. For example, Battle Cry/Recklessness has a warcry animation associated with it, but in practice that visual is virtually never seen, since it's usually overriden by an attack animation milliseconds later. 

      When you're used to a specific ability being off the GCD, there is some learned muscle memory that will make for a jarring experience when that changes. Or abilities that have always been macroed together may now need to be split out into two separate keybinds. Thus, we realize that initial reactions to the change are likely to be mixed at best. But we're making these changes with an eye towards long-term improvement to the pacing and feel of combat, as outlined above. 

      Please play around with these changes, and let us know what you think: Are there any specific offensive cooldowns that we've changed in this build that feel especially bad? Are there any abilities that are still off the GCD but don't need to be? (source) I don't have Alpha access, but from what people report on Reddit and Discord almost all signature offensive and healing cds are currently on the global cooldown. Things like the Mage's Time Warp or the iconic cooldowns for each specialisation, Arcane Power, Combustion*  and Icy Veins, are affected by this. Fury Warriors have also been hit pretty hard by this change. Therefore, DPS performance may be affected slightly by this, but it varies for each class. *(There are mixed reports on if Combustion has indeed been affected by this)
      The team has been trying to find ways to tone down the use of multiple cooldowns at once, especially in PvP, for a while now. However, this change will heavily affect the game's fluidity; even if they extend the duration of these cooldowns, gameplay will still feel very clunky. It also makes on-use trinkets even more undesirable than they already are. Lastly, even though toning down secondary stats is one of BfA's main selling points, some specialisations may have to prioritise Haste to stay competitive (since Haste lowers the GCD).
      Overall, putting useful abilities on the global cooldown will affect PvP a lot, while on the PvE side of things it will depend on how cooldown reliant each specialisation is. It does seem, though, to put the fluidity of the game a step back, instead of forward and I think that's the main reason this has been heavily criticised by the community. It's also going to create tensions, given that everyone can find arguments about why their class' CD should be off the GCD.
      Feel free to share your thoughts in the comment section below!
    • By joat
      Who We Are
      Tequila Sundown is a mythic raid team formed within the <Karma Horde> guild on US-Stormreaver. Lead by a husband/wife team with high-level raiding experience dating back to WotLK, we're a "positively determined" progression team that maintains a light-hearted atmosphere while tackling mythic difficulty content. We're mature adults with jobs and family seeking like-minded players who have a passion for the game but want to avoid the needless angst or drama that often gets associated with progression raiding. We log on to have fun - so come have some fun with us!

      A Team Within a Community
      Our raid team is one of three within the larger guild of <Karma Horde>, which was formed back during WotLK. As such, the guild and Discord are very active and social. There are always people around online and in-game. The community atmosphere is welcoming and friendly to players of all levels. The guild enforces a Code of Conduct that has zero tolerance for hate/offensive speech.
      We are always looking to add players with a friendly personality and lots of passion for the game. We want players who are going to log in on non-raid nights and be down for all the other things we're into: pushing mythic+, doing world quests, PVP shenanigans, achievement hunting, hyper-competitive fishing.. there's so much to do and so many ways to enjoy the game. This is our favorite hobby and we'd like to play with you if it is yours, too.

      Progression Goals
      We are 5/11 Mythic, Heroic AOTC Antorus progression.
      We strive for a fun environment that takes the challenges of mythic seriously and giving the content the respect it deserves. Our aim is, as all mythic teams, full clear of content but with always keeping the friendly spirit of camaraderie alive. Performance matters, but so does staying positive and finding the fun in the difficulty of a raid. We do not require mythic raid experience to join our team but we do expect mythic-level dedication and accountability from all of our raiders. You must be able to take constructive criticism and have ownership over your level of play, and be willing to put in the effort to be a contribution to the team.

      Raid Days/Times
      Our mandatory raids are:
      Tuesdays 8:45pm PT - 11:45pm PT
      Thursdays 8:45pm PT - 11:45pm PT
      Sundays 8:45pm PT - 11:45pm PT
      Sundays are for farming the previous raid difficulty.

      Recruitment Needs
      DPS. Will consider any spec but ideally raiders who are in position with gear/experience to contribute immediately. We do not currently have a dedicated Elemental Shaman or Rogue.

      The Nitty Gritty
      If you're intrigued, please check out our wiki on the <Karma Horde> subreddit. This will give you a deeper dive into the raid team.

      Contact Us
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    • By Stan

      Ahead of the Curve Argus achievements can be earned before the release of Patch 8.0, several new achievements for Uldir and Allied Races have been added and the Dark Iron Dwarf racial mount is a Core Hound. 
      Achievements to unlock Dark Iron Dwarves and Mag'har Orcs have been added to the game. New Uldir achievements confirm the addition of two new bosses to the raid. Zul is now a boss, which makes perfect sense given his involvement in Zuldazar. Ahead of the Curve Argus achievements had a slight wording change. The Dark Iron Dwarf racial mount is a Core Hound. The latest build is tagged as "Beta" and a new wave of invitations is out. Achievements
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      "Defeat Argus the Unmaker in Antorus, the Burning Throne, on Heroic difficulty or higher, before the opnening of the next raid tier before the release of patch 8.0."
      Cutting Edge: Argus the Unmaker
      "Defeat Argus the Unmaker in Antorus, the Burning Throne, on Mythic difficulty, before the opnening of the next raid tier before the release of patch 8.0.
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      "Complete the Dark Iron dwarf unlock quest line.","Allied Races: Dark Iron Dwarf","Reward: Dark Iron Dwarf Race Unlocked"
      "Complete the quest below.","Allied Races: Dark Iron Dwarf (Hidden Character Achievement)","Reward: Dark Iron Dwarf Race Unlocked"
      "Complete the quest below.","Allied Races: Mag'har Orc (Hidden Character Achievement)","Reward: Mag'har Orc Race Unlocked"
      "Complete the Mag'har orc unlock quest line.","Allied Races: Mag'har Orc","Reward: Mag'har Orc Race Unlocked"
      "Defeat the following bosses in the first section of Uldir.","Halls of Containment"
      "Defeat the following bosses in the depths of Uldir.","Crimson Descent"
      "Defeat the following bosses and extinguish the corruption in the lowest reaches of Uldir.","Heart of Corruption"
      "Defeat Taloc in Uldir on Mythic difficulty.","Mythic: Taloc"
      "Defeat MOTHER in Uldir on Mythic difficulty.","Mythic: MOTHER"
      "Defeat Zek'vohj in Uldir on Mythic difficulty.","Mythic: Zek'vohj",
      "Defeat the Blood Elemental in Uldir on Mythic difficulty.","Mythic: Blood Elemental"
      "Defeat the Fetid Devourer in Uldir on Mythic difficulty.","Mythic: Fetid Devourer"
      "Defeat Zul in Uldir on Mythic difficulty.","Mythic: Zul"
      "Defeat Mythrax in Uldir on Mythic difficulty.","Mythic: Mythrax"
      "Defeat G'huun in Uldir on Mythic difficulty.","Mythic: G'huun"
      "Defeat G'huun in Uldir on Mythic difficulty, before the release of the next raid tier.","Cutting Edge: G'huun"
      "Defeat G'huun in Uldir on Heroic difficulty or higher, before the release of the next raid tier.","Ahead of the Curve: G'huun"
      "Defeat the bosses of Uldir on Normal difficulty or higher, while in a guild group.","Uldir Guild Run"
      %s boops your nose. %s boops %s's nose. You boop %s's nose. %s boops his own nose. You boop your own nose. Boop! %s boops her own nose. Global Strings
      "ERR_BATTLEGROUND_JOIN_DISQUALIFIED","%s has been disqualified from ranked play in this bracket."
      "SPELL_FAILED_WRONG_FACTION","Wrong Faction"
      "AZERITE_EMPOWERED_UNSELECTED_TRAITS_HELPTIP","A new trait is available.|nShift Right Click to view."
      "ISLAND_LEAVE","Leave Island"
      "KIOSK_MODE_PLAY_EXPANSION","Play the New Expansion"
      "KIOSK_MODE_CREATE_NEW","Create a Level 1 Character"
      "BOOST2_HUNTERBEAST_DIREFRENZY","Use |cFFFFFFFFDire Frenzy|r to enrage your pet and build focus."
      "BOOST2_HUNTERBEAST_REMIND_DIREFRENZY","Use |cFFFFFFFFDire Frenzy|r.\n\nWatch for it to reset early."
      "BOOST2_WARRIOR_OVERPOWER","Use |cFFFFFFFFOverpower|r.\n\n|cFFFFFFFFOverpower|r increases your Mortal Strike damage."
      "BOOST2_HUNTERSURVIVAL_KILLCOMMAND","Use |cFFFFFFFFKill Command|r to cause your pet to deal heavy damage."
      "BOOST2_HUNTERSURVIVAL_SERPENTSTING","Use |cFFFFFFFFSerpent Sting|r to poison the target dummy."
      "BOOST2_HUNTERSURVIVAL_WILDFIREBOMB","Use |cFFFFFFFFWildfire Bomb|r to set the target dummy on fire."
      "BOOST2_PRIESTDISC_ATONEMENT","Use |cFFFFFFFFAtonement|r to heal your wounds."
      "EXPANSION_NAME7","Battle for Azeroth"
      "ScenarioThrosDeathRealm","Thros, The Blighted Lands"
      "ArathiHighlands2","Arathi Highlands 2"
      "ProtoShips","Prototype - Ships"
      "TransportProtoAllianceShip","Transport: Proto - Alliance Ship"
      "TransportProtoHordeShip","Transport: Proto - Horde Ship"
      Dark Iron Core Hound rewarded from Achievement: Allied Races: Dark Iron Dwarf
      Flavor text: "You don't get dogs hotter than this."

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      "Fishing" - "Allows for players to gather fish from bodies of water and fishing nodes up to a skill of 300." "Fishing" - "Allows for players to gather fish from bodies of water and fishing nodes up to a skill of 300." "Fishing Skills" - "Allows the person fishing to efficiently gather fish." "Outland Fishing" - "Allows for players to gather fish from bodies of water and fishing nodes up to a skill of 75." "Northrend Fishing" - "Allows for players to gather fish from bodies of water and fishing nodes up to a skill of 75." "Cataclysm Fishing" - "Allows for players to gather fish from bodies of water and fishing nodes up to a skill of 75." "Cataclysm Fishing" - "Allows for players to gather fish from bodies of water and fishing nodes up to a skill of 75." "Pandaria Fishing" - "Allows for players to gather fish from bodies of water and fishing nodes up to a skill of 75." "Draenor Fishing" - "Allows for players to gather fish from bodies of water and fishing nodes up to a skill of 100." "Legion Fishing" - "Allows for players to gather fish from bodies of water and fishing nodes up to a skill of 100." "Kul Tiran Fishing" - "Allows for players to gather fish from bodies of water and fishing nodes up to a skill of 100." "Zandalari Fishing" - "Allows for players to gather fish from bodies of water and fishing nodes up to a skill of 100." Scenarios
      "Thros, the Blighted Lands"
      Scenario Steps
      "LFR 3"
      "LFR 2"
      "LFR 1"
      "Get to Talanji's ship in Stormwind Harbor.","The Harbor Run"
      World Safe Locs
      "8.0 Kezan Dungeon - Boss 1"
      "8.0 Kezan Dungeon - Boss 2"
      "8.0 Kezan Dungeon - Boss 3"
      "The Rotting Mire"
      "Verdant Wilds"
      "Skittering Hollow"
      "Nazmir Raid - Zul Platform (LFR)"
      "The Dread Chain"
      "Nazmir Raid - LFR Wing 2 Start"
      "Shrine of the Storm Dungeon - Exit Target"
      "Shrine of the Storm Dungeon - Boss 3"
      "The Whispering Reef"
      "8.0 Stormsong - Intro - Flight to Stormsong Safe Loc - GJC",
      "Boralus Dungeon - Exit Target"
      "8.0 Kezan Dungeon - Exit Target (Horde)"
      "8.0 Kezan Dungeon - Entrance Target"
      "The Molten Cay"
      "8.0 Jaina Line - Thros - Entrance - TSH"
      "8.0 Kezan Dungeon - Exit Target (Alliance)"
    • By Stan

      An overview of latest creature models added in this week's Alpha Build 26287 including new Dwarf Paladin mounts!
      A new Alpha Build went live today with plenty of additions to the game. You can check out our post with highlights here. Blizzard has added two new models of Paladin mounts today.
      Dwarf Paladin Rams
      Dwarf Paladin Ram Gold

      Dwarf Paladin Ram Red

      Other Creature Models
      Ancient King Council Warrior

      Blood Abomination

      Blood Elemental

      Small Core Hound

      Water Elemental Boss Stormsong