Grandfather Spider awaits in the Sands of Time for the final duel of Mirage. But before that, you'll need to defeat three old enemies resurrected in a new, shadow form! If you can defeat them, you'll have a chance at some great gear. Here's what's dropped by these final Sands of Time bosses.
Sands of Time Bosses
Shadowbones, the first of the bosses, is located in the East Time Dunes. He's a Rank 16 Shadow and Death boss with 16,000 health and a few tricks up his sleeve. Bort Shadowmane, the second boss, is located in the West Time Dunes. He's a Rank 16 Shadow and Myth boss with 15,750 health and a few tricks of his own. Shadowwock, the third boss, is located in the South Time Dunes. He is a Rank 16 Shadow and Fire boss with 21,212 health with more cheats than either of the other two bosses. Beware!
Hat Drops
The Sands of Time bosses drop hats which are a slight improvement on Rasputin's hat drops in the case of almost all of the stats except for the fact that they throw out power pip chance in favor of accuracy, which isn't a great trade-off in a lot of cases. Still, they're extremely popular.Boot Drops
The boots are the even more popular piece of gear from the Sands of Time bosses, and they're really pretty good. While following new trends of giving up block in favor of critical chance and other more aggressive stats, they're the most balanced of the pieces available.Rasputin (The Rat) Comparisons
The hats and boots are a slight step up (and a slight change in the case of the hats) from Rasputin drops. Here's a comparison of the two so that you can decide if they're worth farming for.Balance Comparisons
Here's a comparison of the level 110+ Rasputin hat and boot drops and the level 120+ Sands of Time hat and boot drops for Balance wizards.Death Comparisons
Here's a comparison of the level 110+ Rasputin hat and boot drops and the level 120+ Sands of Time hat and boot drops for Death wizards.Fire Comparisons
Here's a comparison of the level 110+ Rasputin hat and boot drops and the level 120+ Sands of Time hat and boot drops for Fire wizards.Ice Comparisons
Here's a comparison of the level 110+ Rasputin hat and boot drops and the level 120+ Sands of Time hat and boot drops for Ice wizards.Life Comparisons
Here's a comparison of the level 110+ Rasputin hat and boot drops and the level 120+ Sands of Time hat and boot drops for Life wizards.Myth Comparisons
Here's a comparison of the level 110+ Rasputin hat and boot drops and the level 120+ Sands of Time hat and boot drops for Myth wizards.Storm Comparisons
Here's a comparison of the level 110+ Rasputin hat and boot drops and the level 120+ Sands of Time hat and boot drops for Storm wizards.Universal Comparisons
Here's a comparison of the level 110+ Rasputin hat and boot drops and the level 120+ Sands of Time hat and boot drops for any wizard.Why They Matter
For awhile now, particularly a month or two ago, I've been focusing on significant gear throughout the game, including its popularity, impact, and how it fits into setups compared to other gear. The series has been on a bit of a hiatus as I've been working on obtaining missing gear pieces, but I'm nearing completion and there'll be a few more of these popping up, likely this month.
In terms of gear, Mirage was kind of a disappointment. There weren't a lot of new items worth using, and this was also the time where Wizard101 was introducing Pip Conversion. They seemed to think that giving up block or other important stats for 1% pip conversion chance was going to sell, and consequently, many of the items dropped in the world were dead on arrival.
There are a couple of cool benefits to these new items in Mirage. Let's start with the boots. They're a slight improvement from Rasputin, but not a huge one. That means that the Sands of Time bosses are kind of like a "second chance" at the boots. Furthermore, for both the boots and hats, the Sands of Time bosses are much easier than Rasputin. In fact, that started out with about double the health that they have now and they were still probably easier. That means solo players or people who couldn't get together with coordinated groups can now team up and handle these fights just fine for some top-notch gear.
The other interesting thing with the hats is that in swapping out power pip chance for accuracy, they sort of present themselves as another option rather than purely an upgrade. Now, wizards can select what they need more without losing or gaining too much either way.
Credits: Thanks to the following individuals for assistance with stat images - albak11, JaredJamesTheWizard, rhoslyne, and Logan LegendHunter
Do you use any of your Mirage gear?
Thanks for reading and see you in the Spiral!
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