Unholy Death Knight Gargoyle Melee Scripting

Is this melee feature of the gargoyle intended?
If it’s not, the gargoyle is meleeing when instead it should be casting. This happens if it’s too close in the mobb’s hitbox, it will choose to melee instead - which is a massive DPS loss. One melee does 300 dmg, one cast does potentially 3-5k dmg

So currently at the moment, if Unholy Death Knights want to actually have their gargoyle work as intended (ie, only casting, not meleeing) they have to go to the barrens to farm a DIG RAT which has a 2% drop rate, and is unique, so that we can properly place our gargoyle. Surely this is not intentional scripting?

A good example is Kologarn in Ulduar. The boss’s hitbox is so absurdly huge that when you spawn your gargoyle, it’s all the way inside the boss’s hitbox. So it will choose to melee instead for 90% of the time.

2 Likes

As much as people want to meme on Unholy DK’s and make fun of them for complaining about getting nerfed, this bug is the equivalent of an Assassination Rogue’s mutilate having a chance to stop working mid combat and cause only one of your dagger hits to register.

All classes should be concerned about bugs like this. It needs to be resolved.