Each week, Daniel Howell contributes BigRedKitty, a column with strategies, tips and tricks for and about the hunter class sprinkled with a healthy dose of completely improper, sometimes libelous, personal commentary.
- "Dear BRK, I heard somewhere that Hit will eventually reach a point where it "maxes out" and adding more won't do any good. I figured if anybody knew where that point was, it would be you. I'm up to 167. Eric."
Great jumpin' night elves, Eric, you're stacking Hit like it was being replaced by Original Coke. Like hiding your Halloween candy because your older sister is trying to trade you all her mini-Snickers for your Pixy Stix. Like hoarding DKP because your raid group has Druids and Shaman oozing from every orifice. Like trying to sell Netherwing eggs.
You're stacking Hit for no reason.
Is that a problem? You bet it is. It's like running your 1987 Ford F-150 on super-unleaded. Like attaching an eleven-inch amber CRT to your $500 Nvidia video card. Like using 5-DPS bullets with your Wolfslayer Sniper Rifle. Like borrowing your dad's Porsche to take your first cousin on a bowling-date.
It's overkill for no purpose.
There's a lot of hullabaloo out there about what and why and why-not about Hit, and every class has a different set of rules when it comes determining the difference between smacking a mob in the face or whiffing into the air. So what are the mechanics of Hit, the least-understood Hunter statistic?
Let's take a peek under the Hunter-bonnet and see how we tick.