As a refresher for context, here’s the node description:
From what I could tell — this is, for all intents and purposes, a retaliation “skill”.
I played this quite some time ago, but I noticed that enemies got damaged after hitting me.
Which makes me think that res shred is also applied as a retaliation, on enemy hit.
That, in turn, means that the enemy won’t get the res shred if it never hits me. For example in multiplayer this won’t have 100% uptime if the enemy is targeting my teammate.
Am I correct in this assumption?
“mebe”
it doesn’t require you to get hit by a melee strike, but “something”, can be ranged/spell, 0 dmg etc, just a hit from anything, and then it will zap out and aoe apply anything near that source
Yeah, that makes it not strictly retal, but the enemy still has to sneeze in my general direction.
My main concern is the multiplayer situation. Say if my teammate got aggro from a boss — we’re missing shred from SW.
I guess in most practical situations there will always be a swing, a puddle, a debuff etc, but something in me yearns for 100% reliable application, so I’ll probably build something that doesn’t have Necro in the class.
then just stand next to your teammate/on top of the boss?
like you said, puddle, aoe etc,
bosses are gonne hit you with “something” if it’s a debuff/curse/nova/arc swipe etc something, they don’t just purely have single target attacks, - i don’t think you should let that potential downtime concern hold you back from a build, even for MP synergy. Ex could be even Necro pet builds tend to take it (if their dmg type fits/aether/vit/acid etc)
(alternatively just take a taunt skill with less cd than wrath duration )