leechbg wrote: Tue Sep 22, 2026 6:33 pmLook, in PvP, saying "you don't need to kite or survive" only works if your opponent is basically AFK. Against a real player, that logic completely falls apart:Lescargo wrote: Tue Sep 22, 2026 5:30 pm Personally, I don't even use Guerrilla Training; I feel like it's a waste of a tactic slot for something that just boosts DPS.
And the more I think about it, the more I feel like that tactic is a noob trap. You don't really need it to kite and survive.
Real players kite you: A good player isn't going to stand there and take your full combo. They’re going to line-of-sight you, pop defensives, and waste your cooldowns. If you can't kite, you can't chase them down or stick to them to actually land your damage.
PvP is all about the reset: High-level fights aren't a face-tanking DPS race; they're about burst windows. If you get caught out with zero defensive or mobility tools, an opponent will bait your burst, disengage, and come right back to delete you while you're helpless.
Whoever controls space wins: Kiting isn't just running away—it's controlling the fight. Mobility lets you dictate when a trade happens. Without it, your enemy decides when you fight, when you heal, and when you die.
Mitigation is offensive pressure: Calling Guerrilla Training "just a tactic that boosts damage" ignores how versatility wins fights. That 15% flat damage reduction in Assault stance isn't just a stat—it gives a full Assault build the mitigation to trade in close quarters and out-pressure melee, while giving a ranged spec a critical emergency button to quick-swap into Assault, eat a heavy burst combo, and survive an unwanted jump.
It changes the pace and keeps the gameplay engaging: Running a tactic like this unlocks a completely different playstyle. Instead of playing Shadow like a stationary glass cannon, sitting in one spot trying to ranged one-shot people, it actually encourages you to shift gears, get mobile, and play a far more active, high-tempo game.
At a 3.0-second stance cooldown, Guerrilla Training isn't a trap—it's a high-uptime engine. Swapping every 3 seconds lets you chain on-switch buffs constantly while staying hyper-mobile.
Ultimately, holding onto a tactic just for raw numbers misses what actually determines success in RvR and Scenarios: adaptability, target pressure, and surviving the assist train. Paired with a 3-second swap cycle, Guerrilla Training isn't about padding stats—it’s the key that breaks you out of the stationary glass-cannon trap and lets you play an aggressive, fluid game without constantly getting punished.
You're misreading what I wrote; I said you don't need that tactic to kite and survive effectively.
Actually, I should have said, "I don't need that tactic to kite and survive effectively."
But that would sound pretty arrogant right off the bat, and people on this server have an issue with arrogance..
In fact, I think Guerrilla Training is interesting on paper—having the option to boost speed and mitigate damage when needed is great, and I've tested it.
but the problem is that it takes up a tactic slot, so I lose out on DPS. Personally, I prefer having extra DPS—which can be clutch for securing kills—over a situational defensive tactic like Guerrilla Training.
If you need it to survive and kite, then go ahead and use it. Personally, I can do without it. The more I play SW, the more I realize it's a class that requires you to play very offensively to essentially earn your survivability.
Of course, there are times when you need to kite, detaunt, or leap out, but offense is generally your best defense.
It would be great if the effects of Guerrilla Training were baseline for the class rather than a tactic. But honestly, I think that would be a bit OP; that's actually why I've never brought it up, even though the idea is very appealing.



