Thanks to the most recent GamesCom, we know that Guildleve is S-E’s answer to instanced content. However, since many of us were unable to attend the gaming convention in Germany, Famitsu has provided with us an in-depth look at Guildleve with a translation by Elmer. Though most of the information is a rehash of what we already have seen and observed from the videos posted around the web, the best part of the article lies with how the Power and Action Gauges work in FFXIV:
We have heard a lot about the battle system, and Famitsu reviewed it as well. Above is a picture they provided of the layout with the labels translated. The player selects which action or ability they wish to use and it registers to their right-hand or left-hand gauge, depending on which hand holds the associated equipment. For example, a sword may use the right-hand gauge, but a shield held in the left-hand would use the left-hand gauge.
If the Action Gauge is full, the command will activate. If not, it will activate once the Action Gauge is stored to full. If the player has a full Action Gauge and does not activate an ability, they will begin to store up their Power Gauge. This gauge will increase the strength and accuracy of your techniques. There will also be a TP Gauge that will affect your techniques in unique ways. While the Action and Power gauges increase over time, the TP gauge increases when you land an attack or are struck by the enemy.
It will be interesting to see how or if they decide to implement the same system to how magic works. If so, would holding off on casting lead to stronger or AoE spells if the Power Gauge were to fill? Already the system set in place will really allow individual players to set not only their own playstyle but their own fighting style as well! To read more of the article and on the Progression of Guildleve, visit ZAM for more information!














I was surprised by that article too :O
Elmer teaches you how to play FFXIV already. Was pretty detail and well written. But damn I wonder how many hours he spent formatting it lol!
With this new system it kinda feels like you may be more involved with the combat. I’m happy that Weapon skills will make a return, as Ive been noticing that Circle Blade move in most of the videos from Gamescom. However its been making me wonder how Shields and Magic will work. I wonder if the shield gauge and sword guage will increase at the same time, or will you have to switch between the two? Also, I know this is probably way to early to speculate but, how will Dual Wield work?
I still have yet to see some light on magic with this system. All I ever see is just Lalafells running around in circles with a staff during the videos. However I did notice some fire attacks after the Fencer/Warrior would slash sometimes and it made me wonder if it was an actual Fire spell? Or maybe it was just like Red Lotus Blade or somethin like that lol. Even further makes me wonder if Skill Chains will make a return or if there will be a different kind of a system that rewards players for combining Weapon Skills or Magic together.
In any case, great article. It’s articles like this, that get more and more excited about the release as I drown myself in numerous of questions I can’t answer lol^^;
the battle system looks sad, and they remove so many aspects to make “better” than XI witch is understandable but perhaps alot of the things there removing is what made XI so great.
@niki – obviously this system is still in the works. They still are in alpha. XI, in my opinion, was great but only great for the hardcore gamer. SE probably realized this and took out some of the key things from XI that made it so hardcore and turned it into a more Casual XI. They just want to broaden the horizon of the MMO.
I believe they are adding these extra mechanisms to offset the way players ruined combat in FFXI.Magic bursts and TP became non factors,players got 100 TP they were WS’ing no matter what.It took away from the way they wanted the combat system to work,of course most of the problem was the design,If they made MB needed more,players would wait and look for it.If they made 200-300 tp worth waiting for ,players would have used it.There was only a few situations where the whole system actually worked out well.
Basically the idea was awesome,but not implemented well enough,this will be another attempt,i hope it works out better this go around.
I loved playing as a BLM. I hope finally now with the revamped game play you can actually take on solo mobs like EP’s or even DC’s. I mean you could always sleep, nuke, gav, stun, nuke, sleep the mob. But a high level EP was a pain in the ass to kill. It’s not really EP if it drains your mp to 10 to just kill one.
Old FFXI saying, now matter how strong you become or what level you are there is always a bunny that can kick your ass.
…. no* matter
Wtf? Action gauges and commands will execute if gauge is full or once it reaches full…. can anyone say revised ATB system??? (Active Time Battle system)
I’m trying to remain optimistic about this but it really jsut doesn’t look that appealing to me. I wish SE hadn’t of screwed over Bahamuts players because i want to play with people again… not solo all the time.