[s4] Full list of Teleport Enchantment synergy with all skills, enchantments, aspects, uniques, etc

Hi, I adore the teleport skill enchantment and I would call it the best enchantment because of its positive effects on mobility, survivability, resource recovery and overall damage dealt, but there is a nuance: evade with a teleport enchantment is not always equal to a regular teleport skill. Below, I’ve listed all of my own enchantment checks today and marked each point as follows:

if I forgot something, got it wrong somewhere, or if any of you have the time/ability to test similar point with a question mark, I would greatly appreciate feedback.



Teleport skill runes:

:heavy_check_mark: [fixed in s4] Enhanced Teleport: Enhanced Teleport: +30% movement speed in 3 seconds after tp.
:heavy_check_mark: Mystical Teleport: x500% teleport damage.
:heavy_check_mark: Shimmering Teleport: +30% damage reduction in 4 seconds after tp.


Passive skills:

:heavy_check_mark: [fixed in s4] Potent Warding: After casting a non-Basic Skill, you gain 2% Resistance to all elements and 1% additional Resistance to that Skill’s element for 9 seconds.
:heavy_check_mark: Elemental Attunement: Lucky Hit: Critical Strikes have a 5% chance to reset the Cooldown of one of your Defensive Skills. Can only happen once every 10 seconds.
:x: [broken in s4] Protection: Using a cooldown grants 10% of your Maximum Life as a Barrier for 3 seconds.
:heavy_check_mark: Static Discharge: Lucky Hit: Critical Strikes with Shock Skills have up to a 5% chance to form a Crackling Energy.
:heavy_check_mark: Coursing Currents: Hitting enemies with Shock Skills increases your Critical Strike Chance by +1%. Resets upon getting a Critical Strike.
:heavy_check_mark: Conduction: Critical Strikes with Shock Skills increase your Movement Speed by +3% for 3 seconds.
:grey_question: Electrocution: Enemies deal 5% less damage for 5 seconds after being Critically Struck by your Shock Skills. (i think is can be tested in PvP, but i have trouble testing it on hardcore)
:heavy_check_mark: Convulsions: Lucky Hit: Shock Skills have a 3% chance to Stun enemies for 3 seconds.
:x: Overflowing Energy: Crackling Energy hits 1 additional enemy. Each time Crackling Energy hits an enemy, your Shock Skill cooldowns are reduced by 0.1 seconds, increased to 0.25 seconds against Elites.
:heavy_check_mark: Vyr’s Mastery: Close enemies take x10% increased damage from your Shock Skills and deal 20% less damage to you. Critical Strikes increase these bonuses by 25% for 3 seconds.


Enchantments:

:heavy_check_mark: Spark: +17% chance to form Crackling Energy when you kill an enemy.
:heavy_check_mark: Frost Bolt: +15% chilling effect from direct damage.
:heavy_check_mark: Fire Bolt: Additional X burning damage for eight seconds after dealing direct. damage.
:heavy_check_mark: Arc Lash: Stun enemies for 0.5 seconds after you use a cooldown.
:heavy_check_mark: Fireball: Enemies you kill explode in a Fireball that does 50% of its damage.
:x: Frozen Orb: Any non-Basic skill you cast has a 36% chance to launch Frozen Orb.
:heavy_check_mark: Charged Bolts: 40% chance to release Charged Bolts when you stun an enemy.
:x: Ice Blades: For every 40 seconds in cooldowns you spend, you spawn an Ice Blades on a Random enemy.
:heavy_check_mark: Meteor: Lucky Hit: 10% chance for a Meteor to fall on enemies.
:heavy_check_mark: Ball Lightning: Lucky Hit: Critical Strikes have a 25% chance to spawn a static Ball Lightning.


Implicit affixes of boots:

:heavy_check_mark: Additional X Max Evade Charges.
:heavy_check_mark: Attacks Reduce Evade’s Cooldown by X Second.
:heavy_check_mark: Evade Grants +50% Movement Speed for X Second.


Aspects:

:x: [broken in s4] Aspect of the Bounding Conduit: Teleport’s cooldown is reduced by [1.0–2.5] seconds.
:heavy_check_mark: Aspect of Concussive Strikes: Lucky Hit: Damaging an enemy has up to a 20% chance to Daze them for 2 seconds. You deal [5 - 20]%[x] increased damage to Dazed enemies.
:x: Aspect of the Unwavering: Taking direct damage has a [2-6]% chance to reset the Cooldown of one of your Defensive Skills.
:heavy_check_mark: Juggernaut’s Aspect: Gain X Armor, but your Evade has 100% increased Cooldown.
:x: Prodigy’s Aspect: Using a Cooldown restores [15-25] Mana.


Uniques:

:heavy_check_mark: Andariel’s Visage: Lucky Hit: Up to a 20% chance to trigger a poison nova that applies 27,570 Poisoning damage over 5 seconds to enemies in the area.
:heavy_check_mark: Blue Rose: Lucky Hit: Damaging an enemy has up to a 30% chance of forming an exploding Ice Spike, dealing [0.25-0.35] Cold damage. Triple this chance if the enemy is Frozen.
:heavy_check_mark: Fists of Fate: Your attacks randomly deal [1–300]% of their normal damage.
:heavy_check_mark: Flickerstep: Each enemy you Evade through reduces your active Ultimate cooldown by [2-4] seconds, up to 10 seconds.
:heavy_check_mark: Frostburn: Lucky Hit: Up to an X% chance to Freeze enemies for 2 seconds.
:x: Paingorger’s Gauntlets: Damaging enemies with a cast Non-Basic Skill marks them for 3 seconds. When a Basic Skill first hits a marked enemy, the Basic Skill’s damage is echoed to all marked enemies, dealing x[100-200]% increased damage.
:heavy_check_mark: Rainment of the Infinite: After using Teleport, Close enemies are Pulled to you and Stunned for X seconds, but Teleport’s Cooldown is increased by X%.
:heavy_check_mark: Tal Rasha’s Iridescent Loop: For each type of Elemental damage you deal, gain x[10-15]% increased damage for 4 seconds. Dealing Elemental damage refreshes all bonuses.
:x: [added in s4] Tyrael’s Might: While at full Life, your Skills unleash a divine barrage dealing 4,779 damage.


Glyphs:

:heavy_check_mark: Exploit: (Additional Bonus) Dealing damage to a Vulnerable enemy increases your damage by x1% for 6 seconds, up to x10%.
:heavy_check_mark: Tactician: (Additional Bonus) You deal x10% increased damage for 4 seconds after casting a Defensive Skill.


[added in s4] Tempering:

:x: Mobility: Sorcerer Motion → [8.0–10.0]% Teleport Cooldown Reduction.
:x: Mobility: Natural Motion → [6.0–8.0]% Mobility Cooldown Reduction.
:heavy_check_mark: Mobility: Natural Motion → [13.0–17.5]% Evade Cooldown Reduction.
:heavy_check_mark: Offensive: Shock Finesse → [155.0–200]% Teleport Damage.

10 Likes

Nice list. Even better formatting!

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Nice list :slight_smile: Very well structured. We just need one for Oculus permutation now.

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HTML does not do pivot tables sir…

You can embed tableau into a website, and this is my expectation.

Unfortunately, this sort of “maybe it works lol have you bought the newest season pass bro?” design logic permeates the sorc kit.

I mistakenly had hope that the new change made to the blizzard skill (removed the mana lvl condition for 4 sec duration increase) would also affect the enchant, as just 1 example.

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Now if only they gave us our third enchantment slot back so that I could actually use the teleport enchantment consistently…

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HOTA solves all problems. Conjure HOTA to smash. Equip teleport enchant to make jumping around to pick up loot easier for QoL.

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Hota w/ teleport enchant = gud

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On the flickerstep interaction, if you enchant teleport across the entire screen of monsters does that count as multiple monsters? Or how does this interaction get counted?

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Ultimate cooldown is reduced only for the number of monsters that took damage from evade-tp;

example:
you have an ult in cooldown;
you have a Flickerstep + Teleport Enchantment;
you use evade-tp and jump over a row of 10 monsters;
when you land, you pull down 6 monsters by the chest Rainment of the Infinite;
when you land, 2 monsters took damage from evade-tp.

result:
Ultimate cooldown is reduced to [2-4]sec x2 because only 2 monsters took teleport damage

Note: mobs are pulled by the chest before teleport damage animation ends (this is good for flickerstep), but not all pulled mobs take teleport damage (this is bad for flickerstep).

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