Teleport enchantment

Has it always ignored modifiers from the skill tree? Note, I am getting it via Oculus.

The devs added a new weapon in Diablo IV, “The Oculus”. This brings a unique element to the game where teleport as a weapon can actually be used for damage and multiple chances to teleport. Unfortunately, they have ruined the gameplay by changing the aspect of “evade-teleport” as a random location… I was very excited to build a completely new sorc, using this new weapon and exploring a teleport combo build. With the aspect of “random location” added to Oculus weapon, this completely destroys the opportunity to create this fun and unique build. I truly hope they update this and remove the “random location” aspect, so the weapon can actually be used as it should be, and not a worthless defensive item with no “skill-based” value… So many ways to increase teleport dmg, easily 1200%+. Only value would be if the additional evade charges could be “skillfully” aimed at enemies… The randomness destroys its entire value and usability in a build. If you use the evade enchantment without oculus, and boots with additional evade charges, you can control the location of each teleport(evade).

PLEASE UPDATE THIS BLIZZARD!!!

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You just need aspect of Metamorphosis on boots and voila, you control evade-teleport location. Problem is, it does not take into account the damage node from the teleport skill true when using evade.

Yea, that is the issue… Turning into a cloud of bats with control is interesting, but does not correlate to the necessary damage that regular teleport provides. If Oculus didn’t have the random location aspect, I think it could be a viable new build. Tele/Ball, CL, or Spear… It would be fun! Having 7 evade charges on top of a TP cooldown of maybe 3 seconds with the right build. Would love this adjustment to the weapon…

Occulus is amazing and the only thing preventing me from running this weapon on every iteration of sorc that i play is the tempering, or lack thereof. Weapon tempers like extra skill procs on cast/hydra heads are too build defining to go without.

The randomness is an aquired taste perhaps. Your cast teleports have a short cdr with occulus; use the skill when you care where you’re going (passives on cooldown use apply here). Use the evade all the other times (avoid dmg, reposition, passives/tactition glyph/dealing shock ect).
It helps if you are a bit tanky, which has never been easier on sorc outside of this patch, perma fs of s4 aside (the dmg reduction passive from teleport procs on the evade if you invested points into the skill accordingly, or at least it did in seasons 1-3. I havent been playing much so havent tested in a patch or two)