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:
: evade with teleport enchantment works similarly to teleport skill;
: evade with teleport enchantment doesn’t work similarly to teleport skill (and bolded what exactly doesn’t work); i mentioned each such point in this bug-report: Full list of bugs when evade with Teleport Enchantment doesn't work similarly to teleport skill for skills, enchantments, aspects, uniques, etc
: i was not able to test this;
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:
[fixed in s4] Enhanced Teleport: Enhanced Teleport: +30% movement speed in 3 seconds after tp.
Mystical Teleport: x500% teleport damage.
Shimmering Teleport: +30% damage reduction in 4 seconds after tp.
Passive skills:
[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.
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.
[broken in s4] Protection: Using a cooldown grants 10% of your Maximum Life as a Barrier for 3 seconds.
Static Discharge: Lucky Hit: Critical Strikes with Shock Skills have up to a 5% chance to form a Crackling Energy.
Coursing Currents: Hitting enemies with Shock Skills increases your Critical Strike Chance by +1%. Resets upon getting a Critical Strike.
Conduction: Critical Strikes with Shock Skills increase your Movement Speed by +3% for 3 seconds.
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)
Convulsions: Lucky Hit: Shock Skills have a 3% chance to Stun enemies for 3 seconds.
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.
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:
Spark: +17% chance to form Crackling Energy when you kill an enemy.
Frost Bolt: +15% chilling effect from direct damage.
Fire Bolt: Additional X burning damage for eight seconds after dealing direct. damage.
Arc Lash: Stun enemies for 0.5 seconds after you use a cooldown.
Fireball: Enemies you kill explode in a Fireball that does 50% of its damage.
Frozen Orb: Any non-Basic skill you cast has a 36% chance to launch Frozen Orb.
Charged Bolts: 40% chance to release Charged Bolts when you stun an enemy.
Ice Blades: For every 40 seconds in cooldowns you spend, you spawn an Ice Blades on a Random enemy.
Meteor: Lucky Hit: 10% chance for a Meteor to fall on enemies.
Ball Lightning: Lucky Hit: Critical Strikes have a 25% chance to spawn a static Ball Lightning.
Implicit affixes of boots:
Additional X Max Evade Charges.
Attacks Reduce Evade’s Cooldown by X Second.
Evade Grants +50% Movement Speed for X Second.
Aspects:
[broken in s4] Aspect of the Bounding Conduit: Teleport’s cooldown is reduced by [1.0–2.5] seconds.
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.
Aspect of the Unwavering: Taking direct damage has a [2-6]% chance to reset the Cooldown of one of your Defensive Skills.
Juggernaut’s Aspect: Gain X Armor, but your Evade has 100% increased Cooldown.
Prodigy’s Aspect: Using a Cooldown restores [15-25] Mana.
Uniques:
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.
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.
Fists of Fate: Your attacks randomly deal [1–300]% of their normal damage.
Flickerstep: Each enemy you Evade through reduces your active Ultimate cooldown by [2-4] seconds, up to 10 seconds.
Frostburn: Lucky Hit: Up to an X% chance to Freeze enemies for 2 seconds.
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.
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%.
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.
[added in s4] Tyrael’s Might: While at full Life, your Skills unleash a divine barrage dealing 4,779 damage.
Glyphs:
Exploit: (Additional Bonus) Dealing damage to a Vulnerable enemy increases your damage by x1% for 6 seconds, up to x10%.
Tactician: (Additional Bonus) You deal x10% increased damage for 4 seconds after casting a Defensive Skill.
[added in s4] Tempering:
Mobility: Sorcerer Motion → [8.0–10.0]% Teleport Cooldown Reduction.
Mobility: Natural Motion → [6.0–8.0]% Mobility Cooldown Reduction.
Mobility: Natural Motion → [13.0–17.5]% Evade Cooldown Reduction.
Offensive: Shock Finesse → [155.0–200]% Teleport Damage.