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Fleet Footed

Spell

Fleet Footed

Physical

Rogue

Instant castSelf Only

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Top Comments

The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.

2
33684+26via Wowhead (opens the original comment in a new tab)

Since it was buffed to 15%, Fleet Footed has become a very strong overall talent. 15% increased speed over non-improved runners is huge, and even if they have a boot enchant (8%) you're still 7% faster than them.
Also, if you can find the points to max camouflage, and you pair it with this talent, you will run around in stealth at 100% speed.

3
206762+26via Wowhead (opens the original comment in a new tab)

Cooksta, that's not exactly how it works. Normal stealth has a speed of 70% of normal run speed. Camo reduces the speed penalty by 15%, leaving you at 85% speed while in stealth. Here's where most people get the math wrong: Fleet footed does increase your speed by 15%, but it's 15% of the 85% your stealth speed is at with Camo. So, 85 x 15% (1.15) = 97.75% It's never going to be 100%, no matter which way you stack things. Not that 97.75% is anything to sneeze at!

61 more comments below ↓

Fleet Footed
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Tooltip

Your movement speed is increased by 15% and you take reduced falling damage.

Spell facts

SchoolPhysical
Cast timeInstant
EffectApply Aura
ClassRogue
RangeSelf Only
Taught byRogue (skill 1)
Spell ID31209

Datamined from the current retail build. Numbers that scale with level or stats are shown at their base value.

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Community notes from Wowhead · 64 comments

Top 3 shown above · 50 more here

The comments below were written by Wowhead users. They are community notes, not TheWoWDB comments. See them in context on Wowhead.

37560+11via Wowhead (opens the original comment in a new tab)

The resistance will likely stack. The speed cannot. It has been confirmed by Blizzard that the maximum normal movespeed that you can attain is +8%, regardless of how many +movespeed chants/items you stack.

sskain+8via Wowhead (opens the original comment in a new tab)

What i was wondering was since 4.1.0 there is no longer a Movement reduction while in stealth, so if you have the Camouflage Talent you actually move faster in stealth then out of it, now that the camouflage is a moving increasing talent instead of reducing the loss of speed in stealth, so in a simple and short question: "Does Camouflage still Stack with Quickening?"

110353+6via Wowhead (opens the original comment in a new tab)

Yes. It's a passive talent, along with the resist that comes along with it. Once again, yes it does stack with camo, but -not- with any real movement increasing effects, regardless of the amount of points you put into it. A major anti-kite talent, along with imp. sprint.

812097+6via Wowhead (opens the original comment in a new tab)

Seriously how can you not grab this talent, no matter what spec you are? A DEAD useful talent that any build of rogue makes use of in all situations in either PvE or PvP. Damage is great but survivability is key, more than worth the 2 talent points, it would even be worth it if it cost 3.

Synectics+5via Wowhead (opens the original comment in a new tab)

If it's true that Fleet Footed and Camouflage do indeed stack, I would say Camouflage is not considered a "movement speed increasing effect." It is a "stealth movement speed increasing effect," just as Crusader Aura is a "mount movement speed increasing effect."

The wording definitely isn't super-clear on this, but perhaps that's how it's supposed to be interpreted.

EDIT: I'd like to point out, if you look at Fleet Footed's Effect #3 -- it gives Apply Aura: Mod Speed (Value: 15)
This refers to the 15% speed increase (same as something such as Pursuit of Justice)

Meanwhile, Camouflage Effect #1 is Apply Aura: Add Flat Modifier (23) (Value: 15)
This would refer to the 15% increase in stealth speed.

Someone who knows a little more about this could probably give more insight, but it seems to me that the two should be working together, one after another.

294036+4via Wowhead (opens the original comment in a new tab)

It will be interesting to see if the +20% healing received will properly affect the new combo-points-to-self-heal finishing move Recuperate, or even the talent improving it (Improved Recuperate).
If so, double-improved Recuperate would make for a whopping 6% ((3%+2%)*1.2) of maximum health healed every 3 seconds (12% per combo point) up to a maximum of 60% healed over 30 seconds at 5 combo points.
That is twice the amount unimproved Recuperate would heal in the same time.

Arahant+4via Wowhead (opens the original comment in a new tab)

Wanted to say that suprisingly this stacks with the new WoD enchant, Gift of haste Gift of Haste. It's 115% run speed without cloak on, and 125% with it on... its actually quite noticeable and for a rogue its awesome.

I'm so used to movement speed bonuses not stacking I was actually quite suprised that this did.

JGPenfield+3via Wowhead (opens the original comment in a new tab)

One more advantage is that you no longer require a speed enchant on your boot because you will be faster and it won't stack. That allows more potent boot enchants while being faster than other players. The disadvantage is that if you are duel specced as subtletry, you need two pair of boots. One with a speed enchant for subtletry and one without for assassination.

Reebs+2via Wowhead (opens the original comment in a new tab)
You cant use a major glyph and minor glyph that affect that same skill.

This part is incorrect, actually. I can confirm several (if not all) major/minor glyph combinations that affect the same skill (Lay of Hands/Divinity, Rebirth/Unburdened Rebirth, Typhoon/Monsoon, Ice Armor/Frost Armor, Water Shield/Water Mastery, Fading/Fade, Thunderstorm, and of course Sprint/Blurred Speed,) do in fact function together. Edit for effect/affect grammar confusion ><

Arsvent+1via Wowhead (opens the original comment in a new tab)

In cata its is possible to become incredibly mobile as a rogue. http://www.wowhead.com/spell=14063# brings your stealth speed down to 85% normal speed add to this Fleet Footed and you now have a stealth speed of 100% normal run speed. now comes the fun part, by stacking [spell=13875], [item=42974] and [item=43379] you can now have [spell=11305] and lets put [item=43380] in there too. with all this together you can remove all movement impairing effects vanish and run across the water at a top speed of 200% normal speed IN STEALTH ON WATER and when at this speed its improved stealth too, after a few seconds it drops down to 185% normal speed STILL IN STEALTH AND ON WATER. a rogue with all this can escape a bad situation with ease in both PvP and PvE (though the water part is not as useful in PvE) so if you are planing on doing PvP in cata or are leveling a new rogue in cata I highly recommend stacking this up as this with both save you in solo and PvP and also save repairs in instances because you can now flee at epic ground mount speed anywhere in the world for a short time wile in stealth.

908868+1via Wowhead (opens the original comment in a new tab)

Does not stack with Sprint or enchantments such as Assassin's Step. if the enchantment is less % than the quickening talent, the talent overpowers. If the ability or enchantment exceeds the talent, excluding the talent in the calculations, the enchantments and abilities overpower the quickening talent. But Quickening does stack with other talents (Nightstalker).

BoddAH+0via Wowhead (opens the original comment in a new tab)

Can somebody who has high arena ratings and actively tested this please confirm if there is a noticeable/useful difference between the 15% this talent provides, and a standard 8% boots you could get from a meta gem or an enchant ?

Nippur-1via Wowhead (opens the original comment in a new tab)

I have a question:
Does the +15% is on all the time or only when you resist a movement impairing effect?
It is not clear in the text. I assume that it is on all the time because it doesn't say "for xxx seconds", but I had talent points here and didn't notice the difference in speed at all.

232214-1via Wowhead (opens the original comment in a new tab)

So what are considered movement impairing effects? Or if it is easier please list what this will NOT effect. I'm sorry I goggled and forum searched it, I can't find a list. (I know there are stuns, roots, and stuff like that aswell)