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You don’t think its too situational, with the fact that a teammate may be moving closer to you randomly at all times? Although I suppose guaranteeing that one person at least isn’t going to take a lot of damage at all during a wave for example isn’t too bad either.
To me, the better the other players/the higher the difficulty the less useful Rock of The Reikland becomes. At least on a stagger build... but I think its also true for any more offensive/dps oriented build... because... they are almost certainly built around Comrades in Arms power increase xD
(Also, with that new cooldown thingy "Its Hero Time" its relatively easy to navigate to the teammate which is currently taking a pounding - and needs that dmg reduction probably the most...)
BCR is not an argument to me either. Almost all players run 60% BCR anyway^^
Rock of the Reikland is okay, I personally prefer That's Bloody teamwork! since it boosts the aura to 30% DR (40% for Foot Knight due to passive) if everyone is together.
Just pick what suits your play style.
Eh, but anyway, I always preferred the BCR of Rock of the Reikland, so the buff to its radius only made me use it more. I'll admit Comrades in Arms is pretty neat for being so different but it probably works best with pre-mades and using it carefully rather than just winging it in QP, unless you really want that extra 10% Power for yourself and everything else is just icing on the cake.
On paper I probably would use Comrade since I do tend to use charge to close the gap between allies frequently, esp with the charge cooldown on incap talent