Frozen and remote, Hoth seems an unlikely location as a political hotspot. But it's precisely these factors that make this ice-covered planet a point of contention between the Republic and the Empire. Its remoteness makes it an ideal staging point from which to launch surprise attacks, and its harsh climate makes it more difficult for the enemy to interfere with carefully-laid plans. It's also a prime spot for pirates to hide out, using the wreckage of crashed capital ships as bases of operation and "borrowing" resources from both the Empire and the Republic.
With the release of Patch 2.1 came a whole wave of new customization options available for players to change the way their characters look and make them their own. One of these new options are the Dye Modules which when placed in the new Dye Slot in the item pane, will change the primary or secondary or both colors of the gear. There are multiple ways to obtain these Dye Modules, through the Cartel Market, Artifice crafting, or as reputation rewards. Below we’ve taken the guess wrk out of it and compiled a list
There’s no doubt that companions can be a great help in SWTOR. They can fill an empty spot in a flashpoint, help you complete heroic quests or just keep you company on those long lonely hyperspace jumps. Yes companions are great, but just like a bunch of apples one bad one can spoil the whole lot. Whether it be their complete lack of usefulness in a fight, their less than witty banter, or goofy appearance some companions are best left in your ship’s cargo hold. So without further adieu let’s take a look at some of the most undesirable companions in The Old Republic.