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Added: Feb 22, 2012

From: LunaticScreamer

Duration: 20:2

Very long segment here. So much so that I decided to split this video up into two parts for easier consumption.This video has me taking my first steps into the Phantom Forest & trekking through a large portion of the train.The enemies range from decent to holy god ass kicking mode.The first enemy I meet, Ghost, is of the latter range. Drain's only nasty if it has suffered a bunch of damage, but Pause can induce stop while Elf Fire does 300-350 damage to a single target. I'd like to point out at this time only Sabin has enough HP to withstand that attack. Yeah.If I run into 3 of them at once? Instant Smoke Bomb usage cause I am not dealing with that crap if I can easily dodge it, heh. Almost got trolled hard before reaching the train too by running into a group of 3 ghosts who hit EVERYONE with stop before I could get a Smoke Bomb off.After reaching the train, first order of business is to pick up a ghost to fill in the 4th slot of my party for most of this dungeon. It doesn't have much in the way of attack power, but it does have very nice defenses. You could keep it on the front line this entire dungeon and it'd take about as much damage as your other 3 characters take in the back row, if not less even.The new enemies on the train are fairly annoying, but for the most part don't have any in your face amounts of epic damage from an attack.StillGoings are pretty much just physical combantants, using a physical attack or Slip Touch for ~70+ damage in the back row. They also have fairly high defense so stuff like Sabin's AuraBolt, Shadow's Shurikens, or Cyan's Armor Break are best here.Whispers can be annoying. Physical attack hits for about the same as a StillGoing, but Demi is their claim to fame, possibly halving the current HP of a single character.Hazers can Invizap for light damage, but can induce blind. They also cast Bolt for ~120 or so damage if they hit a single character.Over-Minds are pretty dang weak physically, but Wild Touch can induce confusion. They can also cast Poison for 250+ damage so you do want to drop them quickly before they get a chance to use it.Outside the train, you can run into Bombs. They can induce berserk on a single target or cast Blaze for ~70 damage to everyone (140 if it's focused on a single target), but Self-Destruct is the dangerous one here. Bombs have 400 HP so...yeah, that's gonna be lovely. Moreso when any physical attack can trigger that as a counter. You're gonna want someone like Sabin or Cyan to do the damage so if that counter goes off, you're not nearly as likely to get your face blown off.My ghost eventually gets offed by a Self-Destruct, leaving the other three to face the next optional boss...in the next video!

Channel: Games

Tags: ffvi  dancing  mad  phantom  forest  ghost  elf  fire  hurts 


Rating: ( ratings)    Views: 15    Comments: 0


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