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  <title>Into the West Guild Site</title>
  <link>http://intothewest-lothar.com/</link>
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  <pubDate>Sat, 25 Jul 2009 04:28:59 GMT</pubDate>
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  <copyright>Into the West Guild Site</copyright>
  <category>News</category>
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	<title>Into the West Guild Site</title>
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  <title>Into the West -- Wants YOU!</title>
  <link>http://intothewest-lothar.com/index.php?name=News&amp;file=article&amp;sid=19</link>
  <description>Apply to join Into the WestFour years old and still going strong.</description>
  <pubDate>Sat, 25 Jul 2009 04:28:59 GMT</pubDate>
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  <title>Current Raid Schedule</title>
  <link>http://intothewest-lothar.com/index.php?name=News&amp;file=article&amp;sid=18</link>
  <description>Weekly Raids: Running two groups, one on Wednesday nights, and another during the weekend, typically Friday.
Icecrown Citadel 10 man (4/12 Bosses downed as of 02/03/2010): Every weekend, most often on Saturday night at 7:30 PM server time.
Other, older raids (ToC, Ulduar, etc.) are run as requested by guild members.

We are looking to add raiders to our guild in order to upgrade all raids to 25 man content. We have the desire, skill, and experience necessary; we just need the numbers.

All raids start around 7:30 server time. Saturday and Sunday raids are occasionally pushed forward or back a few hours to accomodate work schedules.

All loot is handled through the &quot;tier&quot; system.</description>
  <pubDate>Fri, 19 Jun 2009 19:31:06 GMT</pubDate>
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  <title>Into the West</title>
  <link>http://intothewest-lothar.com/index.php?name=News&amp;file=article&amp;sid=16</link>
  <description>Our guild, Into the West, is a tightly-knit group of active and passionate players. And that&#039;s how we like it.  We&#039;re not looking for perfect players, but we are looking for smart, considerate, and dedicated players who, above all, want to have fun. 
However, we also want to be successful and powerful. We are human (or dwarven, or elven, or dranei, or gnomish) after all. We want all the bells and whistles that come with epic items, as well as the ability to wield them as we push to explore all that World of Warcraft has to offer. That means raiding on a fairly regular basis. We have worked hard to make our guild as fun and exciting as possible, and we love it. We don&#039;t want to deal with the assembly line mentality of raid guilds and the class system that seems to pervade them. Mistakes will be made, and challenges will be encountered. We believe that how we handle mistakes and challenges is what makes our guild so special. We do not berate people or point fingers when we fail, but adjust, talk, and ultimately succeed.We understand that there is a world outside of Azeroth, and we try to be accomodating to everyone as far as raid times and participation go. We are always about our group and our team getting better, as opposed to individual accomplishments, so loot arguments are few and far between. Once again, even while raiding, we strive to have fun and let others have fun whenever possible.
We value open-minded, easygoing, mature players who aren&#039;t above a little immature humor. We appreciate active players, but never judge those who have busy work schedules or familial obligations that keep them away from the game for long stretches of time. We have come to be friends as much as guildies, and have spent countless hours exploring and fighting together. We&#039;re growing every day and pushing the limits of our raiding prowess. Were I you, I would want to be involved.

If you are interested or would like to know more, please contact Krixix, Rinqua, Elfswythe, English, or Corenthian by in-game mail, or email Into the West at: recruitment@intothewest-lothar.com, or visit our application page. We hope to hear from you soon!



[Apply Here]</description>
  <pubDate>Tue, 12 May 2009 11:11:41 GMT</pubDate>
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  <title>Mana Regen Changes.</title>
  <link>http://intothewest-lothar.com/index.php?name=News&amp;file=article&amp;sid=14</link>
  <description>As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput. 

Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us. 

Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods. 

To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting. 

The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible. 

Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown. 

In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage. 

We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often. 

We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable. 

These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.</description>
  <pubDate>Sat, 07 Feb 2009 18:16:39 GMT</pubDate>
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