While testing AMZ, it appears that Anti-Magic Zone does not provide its magic damage reduction to pets.
Expected behavior:
Anti-Magic Zone should reduce magic damage taken by all allied units inside the zone, including pets. Pets are treated as party/raid units for many AoE defensive effects, and on retail behavior they benefit from similar mechanics. It's been tested on Wrath Classic.
Observed behavior:
When a pet (e.g. Unholy Ghoul or Gargoyle) is positioned inside Anti-Magic Zone, it does not receive the damage reduction and continues to take full magic damage, while players inside the zone are properly mitigated.
How to reproduce:
Summon a pet
Cast Anti-Magic Zone
Ensure both player and pet are inside the zone
Take incoming magic damage (AoE or spell-based)
Compare damage taken by player vs pet
Notes:
This happens consistently and seems limited to pets not being included in AMZ’s effect application. If this is intended behavior on this server, clarification would be helpful, as it differs from expected DK defensive interactions.
Death Grip minimum range inconsistency (players vs NPCs)
While testing Death Grip, it appears to have a minimum range requirement when used against players, but not against monsters/NPCs.
Expected behavior:
Death Grip should not have a deadzone or minimum range requirement. The ability is intended to function at close range as well as at max range, regardless of target type.
Observed behavior:
When targeting players, Death Grip fails if the target is too close, indicating a minimum range.
When targeting monsters/NPCs (tested on Icecrown), Death Grip works correctly at the same close distances.
How to reproduce:
Target a player at very close range
Attempt to cast Death Grip
Observe failure due to minimum range
Repeat the test on a nearby NPC at the same distance
Observe that Death Grip succeeds
Notes:
This suggests an inconsistency between PvP and PvE handling of Death Grip range checks. If this difference is intentional for PvP balance reasons, clarification would be helpful; otherwise, it may indicate a range validation issue specific to player targets.
After dismounting, the Death Knight pet appears to go through a re-summon / activation delay, during which it cannot immediately attack or use abilities.
Expected behavior:
Upon dismounting, the active pet should be immediately available to attack targets and use abilities. While a brief re-summon animation (~5 seconds) may occur, the pet should not be locked out from combat actions after the dismount completes.
Observed behavior:
After dismounting, the pet is present but cannot attack or use abilities for several seconds, behaving as if it is still in a summoning or inactive state.
How to reproduce:
Mount while having an active pet
Dismount
Attempt to command the pet to attack or use abilities immediately
Observe the delay before the pet becomes responsive
Notes:
This results in a short but noticeable downtime where the pet cannot participate in combat. If this delay is intended or tied to a specific summoning state, clarification would be helpful; otherwise, it may indicate an unintended post-dismount pet lockout.
While testing Mind Freeze, its effective range does not appear to match its intended behavior.
Expected behavior:
According to Wrath data, Mind Freeze has a 5 yard range and should be usable at short melee distance without needing to be directly on top of the target.
(Reference: WoWhead spell ID 47528)
Observed behavior:
On the Blackrock server, Mind Freeze only functions when standing directly next to the target, effectively behaving as if it has a range of 0 yards.
How to reproduce:
Target a player or NPC
Attempt to cast Mind Freeze at short melee range (>5 yards)
Priest becomes immune to Death Grip while channeling Mind Control
While testing Death Grip interactions, it appears that Priests gain immunity to Death Grip while casting/channeling Mind Control.
Expected behavior:
A Priest casting or channeling Mind Control should remain a valid Death Grip target at all times. Death Grip should be able to interrupt or reposition the Priest regardless of the channel state.
Observed behavior:
While a Priest is actively channeling Mind Control, Death Grip fails as if the target is immune. Once Mind Control ends, Death Grip functions normally again.
How to reproduce:
Have a Priest begin casting/channeling Mind Control on a target
Attempt to cast Death Grip on the Priest during the channel
Observe that Death Grip fails
Attempt Death Grip again after Mind Control ends
Observe that Death Grip succeeds
Notes:
This interaction effectively grants the Priest temporary Death Grip immunity during Mind Control, which does not align with expected Death Grip behavior. If this immunity is intentional or tied to a spell flag or channel state, clarification would be helpful; otherwise, it may indicate an unintended interaction.
Glyph of Corpse Explosion does not increase radius
The Glyph of Corpse Explosion, which is intended to increase the radius of Corpse Explosion, does not appear to have any effect.
Expected behavior:
Corpse Explosion has a base radius of 10 yards. With the glyph equipped, the radius should be increased by 5 yards, resulting in a 15 yard explosion radius.
Observed behavior:
With the glyph equipped, Corpse Explosion appears to retain its original 10 yard radius. No noticeable increase in affected targets or visual radius is observed compared to using the spell without the glyph.
How to reproduce:
Learn and equip Glyph of Corpse Explosion
Cast Corpse Explosion on a corpse
Observe affected targets / visual radius
Remove the glyph and repeat the test
Observe no difference in radius
Notes:
Testing side-by-side with and without the glyph shows no change in effective radius. If the radius increase is intended to be non-visual or handled differently on this server, clarification would be helpful; otherwise, it may indicate the glyph effect is not being applied.
Unholy Blight does not proc when Death Coil is absorbed by shields
While testing Unholy Blight, it appears that the talent does not trigger when Death Coil is absorbed by shields.
Expected behavior:
Unholy Blight should apply whenever Death Coil successfully hits a target, causing the target to take 10% of the Death Coil’s damage over 10 seconds and preventing diseases on the target from being dispelled. Absorption effects (e.g., Power Word: Shield) should not prevent Unholy Blight from being applied.
Observed behavior:
When Death Coil is fully absorbed by a shield, Unholy Blight does not proc and no DoT or disease-protection effect is applied.
How to reproduce:
Take Unholy Blight talent
Cast Death Coil on a shielded target (e.g., Power Word: Shield)
Observe that Unholy Blight does not apply
Cast Death Coil on an unshielded target
Observe that Unholy Blight applies correctly
Notes:
This suggests that Unholy Blight is incorrectly tied to post-absorption damage rather than the Death Coil hit event itself. If this interaction is intentional on this server, clarification would be helpful; otherwise, it may indicate a proc condition issue when damage is absorbed.