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Diablo III- Skills Article XI: The Barbarian, Defensive Skill- Sprint

Sprint (20 Fury): Your movement speed is increased by 40% for 3 seconds.

No, not the phone service.  Sprint is a bit of a strange skill, Defensive only in that you can’t be hit if you’re not there.  It is very hard to qualify this skill as good or bad- while it’s got a narrower range of applications than most Defensive Skills, it’s undeniably superior in those situations, and they aren’t so much corner cases as less common situations.  There’s also the fact that Sprint can actually be used to amplify your damage-dealing ability by making sure you reach things in order to smack them with whatever weapon you’ve got.  Whether or not this skill is useful depends heavily on how you respond to situations that it can be effective in- so if you’re considering it, the only real way to be sure about whether or not the base skill is right for you is to try it and see.

Rush (20 Fury): Your movement speed is increased by 40% and your dodge chance is increased by 12% for 3 seconds.

The most purely defensive form of Sprint is the Rush rune.  This improves the protection of Sprint- not only aren’t you there when the attack lands, but anything you happen to run -into- has a lower chance of connecting as well.  This is most useful when you’re dealing with one heavy hitter surrounded by a bunch of lesser critters that you also don’t want to beat you up while you’re dodging their boss.

Run Like the Wind (20 Fury): Your movement speed is increased by 40% for 3 seconds.  Tornados sporadically appear where you’ve run, dealing 60% weapon damage to enemies they hit.

A more raw-offense route with Sprint is Run Like the Wind.  Not the most sensible nor useful of runes, it can be handy if you’re trying to get the attention of a lot of things, or if you’re guiding a lower-level ally around in their game and want to pretty much troll minions.  It’s unlikely this rune will get heavily used with the other options there are for Sprint, but it can be a lot of fun to kill weak things by running past them.

Marathon (20 Fury): Your movement speed is increased by 50% for 5 seconds.

If you’re trying really hard to catch up with someone, or need to reach the far point of a zone and can’t afford interruptions, then Marathon is your rune.  This one is most likely to be useful for people who want to reach a goal point for a quest now, and don’t really care about doing anything on the way there.  Say, because you need to quit for the day in a minute and need to hit a checkpoint first so you don’t have to go through an area over again.

Gangway (20 Fury): Your movement speed is increased by 40% for 3 seconds.  You can run through enemies during this time, who take 25% weapon damage and are knocked back.

Gangway is an odd rune that turns Sprint into a very strange form of crowd control, letting you use it to essentially ‘herd’ enemies out of or away from places you don’t want them.  It’s really not the best thing for that, though- if you find yourself using this rune, you really want to consider Wrenching Smash or Call of Arreat instead, unless the speed is just that important to you.  The damage, by comparison, is pretty negligible.

Forced March (20 Fury): Your movement speed is increased by 40% for 3 seconds.  The movement speed of allies within 50 yards is increased by 20% for 3 seconds.

Forced March is the rune to make Sprint into a party defense skill, allowing you to help your allies get out of the way of things.  This is most likely to be useful when you’re in a party with Wizards and Witch Doctors- not to say that Monks and Demon Hunters won’t like the boost, but they won’t need it quite as badly.