SWTOR PvP Maps Guide and Tips for all Roles - VULKK.com

2022-09-16 19:11:11 By : Mr. Lincoln Wang

A beginner-friendly guide to all SWTOR PvP Maps – Warzones and Arenas, offering a detailed overview of the environments, gameplay tips and recommendations for each class and role!

This guide is written for VULKK.com by Siow. It is up-to-date for the most recent patch.

Hello there! I am Jedi Master Siow. If you’re new to PvP, the thought of fighting other players can be intimidating especially when it comes to winning the various types of maps as each has their own set of rules to obtain victory. We’ll be going over the most common scenarios you’ll encounter in these maps and what you can do for your team to help ensure victory.

From my experience when working with a random group, people (particularly those new to PvP) are more concerned with getting kills, high damage numbers and feeling like they have more plot armor than Anakin Skywalker and not focusing on objectives.

PvP is a group effort and in order to win, everyone has to work with each other to obtain victory.

Below are the various warzones you’ll encounter with maps. On these maps are various symbols found in the Legend below.

Tank Movement: These lines indicate the typical paths tanks will take, usually one to guard an objective and another to fight on the front lines.

DPS Movement: These lines indicate the typical paths DPS units will take, usually straight to the heat of the battle.

Healer Movement: These lines indicate the typical paths healers will take.

Cloaker Movement: This indicates where stealth units such as Shadows/Assassins and Scoundrels/Operatives move, typically at the start of the battle.

High Traffic Zone: This is where you’ll often see a lot of movement, typically of incoming enemies or allies. If you’re guarding an objective, you’ll want your eyes on these areas as this is where enemies will be coming from (assuming they aren’t cloakers).

Healing Node: Touching this instantly restores a large chunk of your health.

Warzone Buff: This is a buff that increases damage done, healing done and reduces damage taken vs players by 15% for a short time.

Movement Speed Buff: This increases your running speed for a short duration.

Grapple Gun: Grapple Guns are interactable objects found in some maps that will allow you to grapple to a higher level found within the map.

Jump Boost: This is a fan on the floor that’ll give you a jump boost and found in Huttball maps. While they can launch you to a higher piece of terrain, it can also launch you back into ground level so be mindful of that when using them.

Fire Trap:  Found in Huttball maps, fire traps will begin to glow orange before they light up unleashing a torrent of flames. It should be self explanatory as to why you shouldn’t walk into the fire. Be mindful of not being pushed into fire during Huttball as well.

Shock Trap: Found in the Vandin Huttball Arena, these shock traps will emit electricity when activating stunning anyone inside for the duration it is active while minorly damaging them. These aren’t deadly unless you’re low on health but they’ll make you an easy target.

Poison Gas: Found in the Vandin Huttball Arena, these traps will emit poison gas that will quickly asphyxiate you if you’re standing within them. Avoid them as they’ll kill you quite quickly.

Toxic Sludge: Found in the Quesh Huttball Arena, there are pipes that’ll dispense toxic sludge to anyone caught below, instantly killing them. Watch out for the drips of green liquid as that’s a sign that the pipes are about to dump.

IMPORTANT: Please note that you are not required to always take the paths shown below for each role. These are starter tips and recommendations to help you get to know the maps and each environment. When you learn what’s where you can create your own personal or team strategies in pursuit of the win!

In the Alderaan Civil War map, the two teams will be fighting to control the turrets to deal damage to the opponent’s capital ship.

Once the ship is out of health, that team loses. Alternatively, the team whose ship has lower health at the end of the timer loses. In order to win this, your team will need to maintain control of two turrets longer than the other team.

One person will be left alone to guard one of the side turrets while everyone else will be competing at the middle turret (aka mid) to gain and/or maintain control of it. Let’s discuss the basic roles you should take on…

At least one tank should head to one of the side turrets, most commonly if you spawn on the south side, you head towards grass. If you spawn in the north side, you’ll head towards snow.

Any other tanks should head towards the middle turret and apply damage and accuracy debuffs on opponents. Focus your efforts on annoying priority targets like healers by interrupting their channeled heals and applying trauma to their team.

Focus your efforts on taking out priority targets that are either squishy, pose a huge threat, or are healing their team. Healers are an obvious choice to focus on, though watch out for units such as Vanguards/Powertechs, Gunslingers/Snipers, and Sentinels/Marauders as when left unchecked they’ll take apart your team.

Let your Tanks and DPS head into battle first, this way the enemy will begin to focus them instead of you. This will allow you to start healing unimpeded though be mindful of anyone who’s going to focus on you. Make sure to ask a tank to guard you to reduce damage and stay near your designated tank to reduce your damage.

Your kits allow you to do one of two things, steal an enemy side turret or protect your team’s side turret. Take advantage of the start of the battle when everyone’s focusing on the middle turret as everyone will be too busy trying to capture it, letting you more easily take a side turret without fear of immediate reinforcements.

While any unit can be a turret guard, it works especially well for stealth units who can remain hidden. Kinetic Combat Shadows and Darkness Assassins can fulfill this role very well with their stealth, large amounts of crowd control to stall while reinforcements arrive if needed, and can tank out damage.

The longer the guard can live, the greater the chance to maintain control. Being stealthed can cause an enemy to think that the point is unguarded, granting the guard the element of surprise.

If you do not have stealth, hide behind the walls near the staircase so someone doesn’t see you as they come by. Never stay too close to the turret if you lack stealth as this makes it easier for a cloaker to cap it. 

You’re guarding a turret, suddenly you get mezzed by a stealth unit and you see them capping the turret. You use your crowd control breaker to break free but suddenly you’re now Flashbanged or Force Lifted as they capture the turret. What could have the guardian done differently here?

They could have been farther away from the cap point so the stealther would waste one or two seconds running to the point. This gives you the ability to wait out the mez and hit them with a ranged ability or AoE to stop them from capping the point. Now you can save your crowd control breaker for future use against the Flashbang/Force Lift or a hard stun.

When guarding a turret, remember to communicate with your team. Say for example, you’re guarding grass and see 3 incoming enemies. Type in chat “3 inc grass” or “3 inc G”. I

like to use full words for less chance of confusion but this alerts allies that you’re going to need backup. Try to include the number so they can send an equal amount of people otherwise they might send everyone leaving mid-free for the taking. This is easier to do when you’re stealthed as you’re safe to keep typing without fear of being shot at while typing.

In both the Grass and Snow areas, you’ll find some stairs heading towards the center of the map. You’ll find two speed boosts there which is especially useful for stealthers to reach the enemy point while stealthed. Though it’s good on anyone especially if you have a dash or a blink.

The Yavin Ruins map is basically the same thing as Alderaan Civil War so the same rules apply here. Your side turrets are now known as Tree and Statue.

There is one major difference in this map to be mindful of. If you head underground where the movement speed buffs are, you’ll find orange buffs at the outer corners of the room.

These are Capture Speed Boosts that will cut the time needed to capture a turret by half. Instead of 8 seconds needed to capture a turret, it’ll instead be 4 seconds.

You will be unable to stealth while you have this buff on you and will make yourself a large target. Those who can kite and/or defend themselves really well are best suited to carrying these buffs, so leave it for Scoundrels/Operatives or Tanks if you can.

This map is similar to Alderaan Civil War in that there are three turrets that the teams try to capture. However, this one differs in that you NEED at least two turrets to reduce the enemy base’s HP.

Most of the action will be at the south turret so if you like group fights, head there. If you’re attempting to capture an enemy-controlled turret, you’ll need 8 seconds to do so, though you can decrease this time if multiple people capture it at the same time.

You also don’t need to be right in front of the terminal to capture it as you’ll notice a semi-circle border on the ground that indicates the maximum distance you can capture a turret from.

Capture from this distance if you’re capturing a side turret at the start of a match. Capturing the turret from within the structure can cut off line of sight from your opponent granting you some much needed seconds to capture the turret successfully.

At least one tank should head to one of the side turrets, most commonly if you spawn on the south side. If you spawn in the west side, you’ll head towards the west turret. Any other tanks should head towards the south turret and apply damage and accuracy debuffs on opponents. Focus your efforts on annoying priority targets like healers by interrupting their channeled heals and applying trauma to their team.

Focus your efforts on taking out priority targets that are either squishy, pose a huge threat, or are healing their team. Healers are an obvious choice to focus, though watch out for units such as Vanguards/Powertechs, Gunslingers/Snipers, and Sentinels/Marauders as when left unchecked they’ll take apart your team.

Let your Tanks and DPS head into battle first, this way the enemy will begin to focus them instead of you. This will allow you to start healing unimpeded though be mindful of anyone who’s going to focus on you. Make sure to ask a tank to guard you to reduce damage and stay near your designated tank to reduce your damage.

Your kits allow you to do one of two things, steal an enemy side turret or protect your team’s side turret. You can follow the paths shown in the map so you can get the Warzone Buff as it’ll help you more quickly dispatch the turret guard to then steal a turret.

There are only two points to capture in the Ancient Hypergate warzone, the pylons to the west and east. Your team must secure a side turret then head towards the middle of the map to capture the orbs, leaving one person behind to guard the pylon.

Bring captured orbs back to the pylon to charge it and gain points. While not as effective as orbs, killing enemy players will grant a point to your team.

When the timer hits 0, the pylons will lock and begin to explode killing anyone caught in the blast. To survive, you must head towards the center room or the side rooms below the spawns and head past the force fields.

Though the side rooms will lock when the timer hits 0 so if you want to hide in there, do so when the timer hits 7 seconds as then there’s no chance anyone can capture a pylon in the meantime.

At the start of the match, you can join your allies on the left side of your spawn area to help capture a pylon. Alternatively, you and a couple of your allies can head towards the enemy pylon to either slow their capture of a turret, giving your chance to charge a pylon sooner and gain more points.

Guardians and Juggernauts are particularly great for capturing orbs due to their natural tankiness, good self heals, and their ability to jump to a friendly ally to more efficiently deliver orbs.

Troopers/Bounty Hunters with Hold The Line/Hydraulic Overrides are also good for this as they’ll be able to ignore pushes and pulls while having increased movement speed.

Sages/Sorcerers can utilize their Phasewalk while Gunslingers/Snipers can utilize their Hideout/Hololocate to quickly transport orbs.

One tank to the side pylon to defend it, another tank to fight in the middle room to help allies capture turrets.

All tanks are great for capturing orbs in their own unique way. Guardians/Juggernauts can jump to allied units such as the pylon guard, Shadows/Assassins have Force Speed and plenty of crowd control to keep people off them, and Troopers/Bounty Hunters have Hold The Line/Hydraulic Overrides.

If you’re the pylon guardian, if you see an ally Guardian/Juggernaut carrying an orb, one towards them so they can more quickly get to the pylon while avoiding anyone chasing them.

Since you’re part of the majority, you’ll be the most common unit attempting to capture the orbs.

If you see everyone piling up in one area of the middle room, head towards the opposite side where there’s less chaos to sneak an orb and bring it back to your team’s pylon.

If you’re a Gunslinger/Sniper, place your Hideout/Hololocate near the Warzone Buff but not too close to the cliff to prevent anyone from jumping to you when you teleport there.

Your job is simple, heal and capture orbs if you can. If you’re a Sage/Sorcerer healer, place your Phasewalk near the Warzone Buff but not too close to the cliff to prevent anyone from jumping to you when you teleport there.

You are either a turret guardian, sneaking orbs amidst the chaos, or attempting to capture the enemy pylon. Use your Mind Maze/Mind Trap to incapacitate the guardian and attempt to capture the pylon. If they break the mez with their crowd control beaker, use Force Lift/Whirlwind or Flashbang them to mez them for another 8 seconds then immediately capture the pylon so it’ll be captured by the time they break free. Expect enemies to arrive shortly so stall them as long as you can until reinforcements from your team arrive. If that fails and no one comes, cloak out and mess with anyone trying to capture the pylon.

Voidstar is one of the more frustrating maps to deal with whether you’re defending or attacking. The goal for the attackers is to reach the doors or terminals and to either place explosives on the doors or slice the terminals.

Doing this allows passage into further rooms. Eventually, they must reach the central computer and capture it, which requires a half second. The defending team must prevent the enemy team from progressing at all costs.

Each door or terminal requires 8 seconds to capture and the door bombs require 20 seconds to explode. The defending team can diffuse the bombs but require 2 seconds to do so.

If you’re defending the Voidstar, here’s the most important thing to keep in mind about defending the doors… DO NOT CHASE ENEMIES FAR OUT, DO NOT SEEK ONE ON ONE DUELS AND FIGHT AT THE DOOR, NOT NEAR IT, NOT AROUND IT, AT IT. I cannot stress this enough.

Keep that door within touch distance and only leave if you really need the nearby healing node. Spam your AoEs as even the slightest touch will stop someone from capturing a door or terminal.

Another thing to keep in mind if you’re defending is to keep an eye out on all the objectives and pay attention to the chat in case someone calls for help.

At the start of the match, people will call the west door “right” and the east door “left”. This can be confusing at first and the doors are called “left” or “right” as that’s where they appear from the spawn door.

If you’re defending the final zone, do not forget the door to the east. People always prefer to go to the north door where the action is but they will neglect the other door leaving it open to capture.

You must perform your usual duties of guarding your allies, applying debuffs, and being a nuisance for the enemy team to better ensure your teammates survive to better capture an objective.

Your only job is to stay on top of the doors or terminals and stay alive for as long as absolutely possible. Use your AoEs and crowd control to prevent anyone from capturing the objectives. If guarding the door means one of your allies falls, then so be it. The doors take priority above all else.

Kill squishy targets to lower the defenses of a guarded position. Once you can overwhelm the opposing force, you can more easily dispatch a tank guarding the door and capture the objective.

Take out squishy and priority targets to weaken the offensive push the enemy team has to better ensure the survival of anyone guarding the door such as your tanks or healers. Spam AoE abilities at the door to prevent anyone from capturing it amidst the chaos.

Whether on Offense or Defense, your job is the same. Keep your allies alive to ensure your team’s success and make sure you’re being guarded by a tank to prolong your own survival.

Work out a strategy with your team to have them all attack one side. From there you wait a bit to provide a false sense of security for anyone guarding the empty door. If there’s more than one guard at the door, wait it out and see if one of them eventually leaves to help the other side.

Capture the door by mezzing the guardian and as soon as the passage opens, cloak out and head towards the next objective. If you go through the west door, head forward and go towards the east terminal as people on the defending team will think to defend the west terminal first as that’s where everyone will be heading. Follow this weaving pattern to throw off the defending team and secure the final objective.

Alternatively, you can have two stealth units with one to distract guards while the other captures the door whether the guard is pulled away from the door or mezzed.

How you go about this depends if you’re a Shadow/Assassin or a Scoundrel/Operative. Shadows/Assassins have better instant DPS output than Scoundrels/Operatives so they should focus on chasing down healers and priority targets to dispatch them. Scoundrels/Operatives should use their survivability and crowd control to root, stun, and annoy priority enemies to keep them running away from them rather than fighting or healing.

In Odessen Proving Grounds, you want to maintain control of capture points that pop up in a round.

In order to capture or defend said points, you have to remain in this cramped area designated by the illuminated borders on the floor. It is essentially “King of the Hill” except that there are multiple control points to capture.

The goal here is to capture the active control points and make stay in them at all costs to maintain control while fending off the enemy team. Whoever gets to 600 points first wins.

You can find unique buffs here known as Battle Mods that affect how you can capture a control point.

Blue battle mods are a score multiplier that increases the amount of points your team gains from a control point each second.

Orange battle mods increase how quickly a control point generates points and can make the zone finish its run sooner than the others.

Red battle mods can be used on an active control point to deactivate it for the round. DO NOT USE THIS ON YOUR OWN TEAM’S CONTROL POINT, SAVE IT FOR THE ENEMY. You could use it on your own IF, AND ONLY IF you’re about to lose that zone to the enemy. Deny them that control point.

Green battle mods can activate a non-active control point, thus allowing your team to gather even more points.

If you can, combine Blue and Orange battle mods to quickly gather points for your team. Take extra care in defending these points to prevent the enemy from benefiting from them instead.

Your job is simple, stay alive and within the control points. It should be easy to apply your debuffs against enemies since they’ll all be forced to remain within a small zone.

If you use a Damage Over Time spec, then now is your time to shine. Since many DoT specs allow their DoTs to spread to nearby targets, this becomes especially easy as the enemies will be clumped up in a small area.

Stay outside this zone if you’re ranged unless you’re the last one standing and want to prevent it from being captured. If you’re melee, then you’ll be in the thick of it. Use your Pushes or Pulls if you got them to remove enemies from the control point.

If you have Phase Walk, Hideout, or Hololocate, place your teleportation point in the center of the control zone you hold in case you get pushed out and need to instantly get back inside of it to defend it.

Heal your allies, defend or help capture the control point. Not much else beyond that.

Let’s make one thing very clear… You cannot hold or capture a point while stealthed! Now that we got that out of the way, let’s discuss what you can do. Keep an eye for where most of the action is, avoid that area and instead try to capture a less populated point as you have the ability to solo capture points from opponents.

When the round is about to end, cloak out and head towards a hallway to get a headstart on the next objective. If you see an enemy running towards an objective, mez them and secure the point.

Whether you’re part of the Republic or the Empire, I’m sure that we can agree that the Hutts are jerks and shouldn’t be allowed to create sports. Regardless, we have to deal with Huttball.

This game is akin to football only you can die and there are traps everywhere. Someone must capture the Huttball and carry it to the enemy’s goal line (it’s hard to miss, it’s a giant purple/gold line on the ground and arrows will point the way for the Huttball carrier).

This one requires a great amount of teamwork to win. NEVER leave your team’s Huttball carrier to fend for themselves, you must protect them through your guard ability if you’re a tank, crowd control, and debuffs. It’s very important to use your taunts on this map if you have them as the entire enemy team’s focus will be on your Huttball carrier.

You might relate this game to football and want to assume the role of the goalie, DO NOT DO THIS.

DO NOT stand near your goal line as the enemy Huttball carrier can potentially jump to you, ignoring the traps and ledges to instantly score a point. =

Also, be mindful of your stuns to prevent the enemy Huttball carrier from White-Barring, making them immune to crowd control and free to reach the goal line without interference (though they are still susceptible to slows).

Teamwork is key here. Getting scores with the Huttball is a far more effective way to ensure victory for your team.

There are three Huttball maps at the moment, The Pit, the Quesh Huttball Arena, and The Sky Shredder on Vandin. You can find an individual overview of each one further below.

Let’s look over which classes offer unique advantages in Huttball.

Scoundrels and Operatives are the premier Huttball carriers due to their slippery nature and good defensive abilities. They can easily roll through fire traps that would kill others allowing them to progress towards the goal line to secure a point. The ball should be passed to them when relatively close to the goal line so they can use their DCDs and rolls within a short time as prolonged combat will kill them. Their Trick Move/Holotraverse ability can allow them to blink past terrain and traps to allies acting as waypoints for them.

Vanguards and Powertechs can be seen as the best Quarterbacks in Huttball. With their thick armor, self heals, and the ability to ignore physics and slows with Hold The Line/Hydraulic Overrides, they’ll go where they want to regardless of the circumstances. Tank Vanguards/Powertechs can use their Harpoon/Grapple with the Extraction Plan ability tree option. This allows them to pull their allies further along the map where they can circumvent traps and enemies.

Sages and Sorcerers should use their Phase Walk and Rescue/Extrication on the higher ground. If they get pushed off, they can Phase Walk back to their previous location or use their Rescue/Extrication to pull allies up on a higher level like in the Quesh arena to get their team’s ball carrier to the goal sooner.

Guardians and Juggernauts have two charge abilities, one that can be used on enemies and one that can be used on allies. This can allow them to jump to either enemy or ally players to get up terrain which is especially when caught in the pits within The Pit and Sky Shredder maps.

Aside from that, it’s a matter of defeating opponents and protecting your Huttball carrier, often both at the same time. If you have a charge ability or a blink ability, this can be useful for anyone ignoring the rules written in bold, italic, and underlined text above. If you see someone trying to be a goalie, you can jump to them to reach the goal line.

Always stay on top of your ball carrier and maintain your guard ability on them. If you are the ball carrier, time your DCDs very well to ensure survival so you can pass the ball to someone else down the line. If you’re another tank seeing a tank carry the Huttball, guard them. It’s a bit odd to have a tank guard a tank but you’re going to help ensure their survival. Be sure to use your taunts to reduce damage done to the Huttball carrier.

It is far too easy for DPS units to ignore the Huttball entirely in favor of smacking someone with a lightsaber or shooting them with blaster bolts. Fight this urge to be distracted and instead focus on killing anyone attacking your Huttball carrier if you’re on the defense. If the enemy has the Huttball, focus all your efforts on killing them.

Heal your Huttball carrier if your team has it, they are your main priority along with any tanks defending them.

Focus your efforts on taking out priority targets as your kits are good for assassination and subterfuge. You may find enemy snipers, gunslingers, or units that can pull the Huttball carrier to higher elevations. Push them off if you have a push or dispatch them to prevent them from being used as waypoints for anyone with an ally compatible dash/blink.

The classic Huttball map. The Pit. Traversing the ledges without getting pushed off and into The Pit is a challenge, to say the least.

You’re also at the whim of the fire traps that activate every few seconds. Don’t stand in these for obvious reasons and be careful when you’re near them as the enemy will often attempt to push you into the fire or stun you as you attempt to walk across them. You can do the same to enemy players, all is allowed in Huttball!

Near the Huttball are acid pits. Should you get into these, they’ll slow you and you’ll take damage. The damage isn’t much but it adds up so it’s best to get out of there as soon as you can.

To the north and south of the Huttball are these pads shooting out air. If you stand on these, you’ll be launched into the air and thrown into a random location. Sometimes it’ll take you to a nearby ledge and sometimes it’ll place you in the center of the map. Do not rely on this for transportation if you have the Huttball.

The layout of this map is a bit confusing as it’s built of three vertically stacked layers. The bottom layer has the Huttball and 4 speed boosts.

The second or middle layer has two healing nodes and is the most stable zone. The top layer is built up of the goal lines and a thin pipe that connects the two goal lines. Beware the toxic sludge pipes as indicated by large green circles on the map. These will slow you and kill you in a second.

Welcome to The Pit version 2.0 a.k.a. the Vandin Huttball Arena. This Huttball map now features poisonous gas and shock traps.

The gas traps will quickly kill you while the shock traps will lightly damage you while stunning you as long as they are active. Be careful when attempting to get the healing nodes or warzone buffs as it’ll be very easy to be pushed off here.

Last but not least, we have the arena maps. These are 4 vs 4 Deathmatch arenas provided courtesy of the Hutt Cartel. This map is the true test of your skill and your team’s ability to cooperate.

There are no warzone buffs, no healing nodes, no speed boosts, just the terrain and the people inside it. This is also the only type of warzone you’ll encounter in Ranked PvP. It’s 2 out of 3, so win 2 times to ensure victory.

At the start of a match, you can tell who’s on the enemy team and if they’re a tank, dps or a healer. From there, you must check to see if anyone is being guarded. If their healer is being guarded, place your focus on the DPS that has the least HP or is the easiest to kill due to game mechanics.

Once you select your target, everyone must work together to bring them down ASAP. If you each go off attacking your own targets, you’ll get nothing done and chances are you won’t kill anyone and end up getting your teammates killed.

As much as I would prefer it not to be, this really comes down to a roll of the dice. Some classes are just simply better than others in terms of damage output and dueling ability depending on the current meta.

In order to do well in this, you must work with your team and know your abilities as well as the abilities of your enemy.

There are currently six maps available for arenas, Corellia Square, Makeb Mesa, Mandalorian Battle Rng, Orbital Station, and Rishi Cove.

The general rule of thumb is to avoid fighting on elevated areas such as bridges or ledges to avoid being pushed off, leaving your team to be outnumbered. Unless of course your team has more pushes available, then force the enemy to the higher ground to push them off.

Work with your team to determine who to focus on, and make sure that you and your team focus on the weakest opponent. The sooner you reduce their numbers, the greater odds your team has at winning.

If you don’t manage to win by the timer going out, a glowing field will appear around the map that’ll slowly kill anyone that touches it. This will force everyone into the center of the map where they must either kill each other or push the opponents into the deadly field.

What if you want to practice warzones without the fear of ridicule for doing poorly? It happens quite often when we’re first learning PvP and it’s full of competitive people. There’s a good way to train with warzones, and that’s through the Group Challenge option!

To get started, you’ll need two teams with a minimum of two players each. The leader of one team must open the Activities Window, go to the PvP tab and select PvP Challenge. They’ll be asked to enter the opposing team leader’s name.

From there a window will pop up offering warzones, arenas, and Galactic Starfighter maps. Once a map is chosen, each member of the participating teams will receive a PvP window popup asking to Join or Leave Queue.

You can familiarize yourself with the maps, learn where the buffs are, explore, or try to recreate a PvP scenario without fear of being judged since you’ll be fighting with guildies and friends.

Each time can also consist of one guild each to make it a guild challenge where it can then be recorded who won and lost for nothing less than bragging rights! With that said, take it easy, focus on the objectives, and have fun!

Christopher Siow (known as Siow in Star Wars: The Old Republic) describes himself as “some Native-American dude who loves Star Wars and other nerd stuff”. He currently operates a Star Wars YouTube channel known as “Siow’s Holocron”, where he touches upon various Lore subjects relating to Star Wars. Such videos include Lore videos about the Jedi Temple Guard, various Occupations that the Jedi would take on, and plans to include many more in-depth lore videos over time.

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