Ready Check: Run speed is nearly a requirement

I want to talk about run speed this week -- what it does, why you should have it, and how to get it. Let's start at the top. When I reference run speed, I'm talking about persistent, always-on effects that make your character's unaltered form move faster. Mounts don't count. Shapeshifted forms don't count, unless you're always in that form. When you're in a boss fight and performing your role, run speed allows you to move faster without hitting any other button (including cooldowns like Darkflight).
What run speed really does for you is get you out of danger faster. If you're trying to get away from a boss, out of fire, or away from a landmine, enhanced run speed will help get you to a safe place.
What run speed does
The benefits of a run speed enchant sounds simple. It lets you move out and away from fire faster. But the benefits run even deeper. You get to the adds faster, enabling you to lay down your sweet, sweet DPS on their butts sooner. This reduces pressure on the tank, allowing the tank to increase threat on the big boss. That makes it easier for you to do more damage on the boss. It's the circle of life.
You get out of fire faster. Even getting out of fire one tick of damage more quickly saves the healer some mana. More mana for the healer means that your tank stays alive longer, leading to better raid success.
The point here is to reduce pressure on tanks, healers, and other DPSers. Run speed lets you get to your job faster, reduces risk of death, and helps with the overall performance. As the saying goes, "dead rogues do no damage."
Who doesn't need it
Admittedly, there are some classes that come out of the box with run speed enhancements. Shaman can spec for Ancestral Swiftness, for example. If you already have a run speed talent, then you can probably skip getting an enchant for your boots.Cooldowns don't really count, though. While they're better than nothing, when you need to get out of fire, taking the time to hit another button, keybind, or mouse key uses up precious time. For that matter, if you happen to need a cooldown that's restricted by a global cooldown, you're totally out of luck.
As a general rule, if you're going to pick up a run speed enhancement, it should be one that's always active.
Where you can get it
Assassin's Step and Lavawalker both include a run speed aspect. You'll notice how two of the highest-end enchants include the run speed; that's another hint to how important it is.
If you can't afford these enchants, there are other options. Earthen Vitality is a cheap enchant that gives you run speed along with 30 stamina. Stamina is useful to everyone. You can usually pick up more than enough materials for this enchant simply by running a few random dungeons.
Considering the huge benefit you get from run speed enchants, there's little reason to not have the run speed. If you've not used run speed so far, try it out. I think you'll see the difference.
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. Be sure to look up our strategy guides to Cataclysm's 5-man instances, and for more healer-centric advice, visit Raid Rx.
Filed under: Ready Check (Raiding)






Reader Comments (Page 1 of 3)
9048665419 Mar 11th 2011 2:12PM
By how much do these enchatns increase your speed? Anyone know ?
Drakkenfyre Mar 11th 2011 2:18PM
Anything that says "Minor Run Speed Increase" is 8%.
Boz Mar 11th 2011 2:58PM
Worth noting that permanent, base movement speed increases (i.e. not mounted) do not stack. Temporary movement speed increases, auras, activated effects, etc. may or may not stack.
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As an aside, Kruf of Paragon was discussing movement-enhancing effects in Episode 68 of the Hunting Party Podcast as it concerned end-game, progression raiding. To paraphrase, he said, 'Rarely does that little bit more DPS make the difference between downing a boss or not.* More often than not it's getting raiders out of the fire that is going to make a difference.'
The introduction of Worgen was the first time, I believe, he mentioned Paragon had discussed swapping to Alliance for Darkflight due to its raid utility. You can hear the actual discussion first-hand here:
http://www.huntingpartypodcast.com/2011/01/hunting-party-podcast-episode-68/
*I believe he was referring to racials, but it may have been enchants. It's been awhile since I listened to the episode.
Cyno01 Mar 11th 2011 3:59PM
Also of note, there is now a "Speed" stat in your character window, its one of the first things and shows you exactly what % of normal run speed you are at, factoring in sprinting, auras, mounts, etc.
Slaytanic Mar 12th 2011 2:11AM
Speed enchants bring you up to 108%. Any class abilities (ret pallies, unholy DK's) will bring you up to 115%.
Solanstus Mar 11th 2011 2:23PM
This is where we see the advent of drugs in WoW...
[Packet of Bloodthistle] Requires level 85
Increases run speed for 1 hr at the cost of 25% of your hit points.
Consumable.
175G
jeffbr Mar 11th 2011 4:02PM
Bloodthistle is a hell of a drug.
/rickjames
HellfireGamer Mar 11th 2011 7:42PM
Apparently so is Charlie sheen
Jeremy Mar 11th 2011 2:16PM
Paladin's don't need to worry about the run speed enchant with Pursuit of Justice. Any ret paladin worth his salt should spec for it for the speed increase alone.
redfoxm18 Mar 11th 2011 2:23PM
And prot paladin too :-)
Transkaren Mar 11th 2011 2:27PM
It's also common for Healadins. They have 4 points left over for optional things, and 2/2 imp. judgement 2/2 Pursuit is one of the better ones.
dj.clayden Mar 11th 2011 2:32PM
I personally make a point to spec for it as Holy, it means I can't pick up all the other talents in prot and ret I'd like to, but despite it being only another 7% (additively) over the boot enchant, I just think run speed is that important even if you can get out of the "fire" without it.
Vladeon Mar 11th 2011 5:44PM
Note though that if you don't have another party member that can apply the -20% attack speed rebuff on the boss then that is the most valuable talent of the two to get. It'll save you a ton more mana than a speed increase as a holy paladin, especially on halfus. Tanks getting 8 instead of 10 stacks of the mortal strike rebuff far outweighs something that is negated by raid awareness. But this is only for holy paladins in this situation. Otherwise, go nuts since none of the boot enchants are better than the haste one anyway.
Vladeon Mar 11th 2011 5:49PM
Also this Droid autocorrect is getting on my nerves. Rebuff was supposed to be debuff.
Phelps Mar 11th 2011 2:24PM
Also Inner Focus for priests, 10%.
Avan Mar 11th 2011 3:45PM
Gotta have a GCD free for that though. Which then means you're anticipating having to move, in which case it would probably just be faster to get moving early.
Phelps Mar 11th 2011 3:59PM
Actually, I tend to leave it on rather than Inner Fire, as discipline.
zubbiefish Mar 11th 2011 4:37PM
When I run as Shadow it's Inner Fire + boot enchant. That only makes sense as it's more DPS, straight up.
I usualy run with Inner Focus up as Holy. I figured that the slight mana savings + the speed was a better trade off, long term, than bigger heals. Am I doing it wrong?
Prissa Mar 11th 2011 7:20PM
Inner **WILL**
Heaven forbid you run a whole raid without consuming Inner Focus...
zubbiefish Mar 11th 2011 8:18PM
Oops. Yes, Inner Will.
Guess I'm doin' it all wrong, don't even know what my own stuff is called.
Wait, so what's Phelps talking about?
So confused.