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So now I enter into the fun world of trying to learn how to use Prishe. She's kind enough to make sure I'm aware of how to pronounce her name when she begins, which I guess is more considerate than Tidus and his ability to mislead an entire generation of players into having no idea how to pronounce his name, because it's the only word left unvoiced in the game of his debut. Er...let's not get into that one just yet, shall we?
I know pretty much nothing about Prishe, because she's from Final Fantasy XI, which is a massively multiplayer online affair, and as I've stated before, the genre and I will for the most part be staying as relatively far away from each other as possible...for mutual protection, of course.
As near as I can figure, she's some kind of pugilistic spellslinger, most often seen wrapping her fists and feet in magical energies in order to add an extra bit of oomph to her already monstrous power. Oh, and there's the suggestion based on certain little side details and her Manikin's name, the "Horror" of Antiquity, that there's more than meets the eye to this chipper personality of hers.
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Prishe vs. Lady of Antiquity
Empyreal Paradox
("Battle in the Dungeon #2" Final Fantasy XI)
Prishe's general attack pattern is the chaining together two different martial arts feats back to back, completely customizable from a set of around a dozen options that are individually chosen and set per the player's preference.
This sounds neat, ostensibly proffering limitless opportunity to tune her to one's precise liking, but then I notice certain combinations are just better than others, resulting in "Skillchain Fusion" results...of which I currently know exactly one, seen here. I've seen some high-level Prishe AI-controlled players use many more, so I'll have to study some replays to pick out exactly how many there are I'm not aware of...but for now, I'm mostly content with trying to master each individual move so that I can more freely experiment.
I don't think I've actually detailed the gimmick-driven version of the Empyreal Paradox, but essentially that giant crystal in the center isn't just for show. If you stand too near it, it will siphon off some of your Bravery and add it to the Stage Bravery. The closer you are to it, the more you'll lose, but it's really not all that strong an effect.
Still, you won't want to make a habit of lolling about where an ominous red crystal is helping itself to your strength. Interestingly, and I could be mistaken, but this only seems to apply to the ground underneath it...you can get as close to it as you want in the air, but you won't be counted within the conical region of influence it's apparently exerting through the light it shines below.
One thing I hadn't known about the Empyreal Paradox, perhaps because I was distracted in my learning of the main gimmick, is that those smaller blue crystals along the periphery of the stage are not just there for show like most destructible stage elements. If you break one, you'll get a healthy injection of Bravery to your own value. I'm not always sure that the precise value gained is consistent, but you'll usually get at least a couple hundred points, which is nothing to sneeze at. Best get to breaking them before your opponent does, though, because that would just be a "waste" to have to go beating it out of them instead of claiming it immediately for yourself.
Also seen here is the "Lady of Antiquity," the Manikin for Shantotto, another character I haven't taken the time to speak of at any real length, even though she was in the first game. It probably doesn't help that my exploration of replays in the original Dissidia was sporadic at best, and she wasn't exactly the first character to come immediately to mind when it came to my dealings then.
Essentially, she's an (apparently) awesomely powerful Black Mage, meaning she specializes in offensive magic. Everybody seems to treat her with quite a bit of reverence, involuntary or otherwise, and it would seem that there's more at play there than her ego...allegedly winning one of the cycles of battle between the gods almost singlehandedly, although how much credence we can give to such a claim is probably best left subject to your interpretation and imagination.
Shantotto's unique skill is to chain together her HP-attacking magic to create even longer attacks that will terminate at the end of between one and three spells, at the discretion of the caster. That is, if she hits you with Blizzard, she could end with that or continue onward to also hit you with Fire, at which point she has the option to lead into Water, and THEN the HP damage will be set in. A curiosity also dictates that her spells change in intensity at certain Bravery thresholds. If she has over 2000 Bravery, she'll use stronger spells, generally of the "-ga" level, and at 4000 or greater Bravery they'll switch over to being some of the most powerful magic of that particular element.
Tags: Dissidia 012 Duodecim Final Fantasy Prishe XI Lady of Antiquity Shantotto Empyreal Paradox PSP PlayStation Play Station Portable