I have been considering removing Teleport from Auramancy and replacing it with the Vitalisim passive in order to convert 3% damage taken to mana since this is such a heavy mana use class and mana endurance is far more important than short range mobility in a dungeon.

You really don't use the teleport in the dungeon unless you are trying to escape an AoE that isn't an fight area wide AoE from a boss. The second draw back from Teleport in a dungeon is the 30 second cool down. You are only going to get to pop it once to escape and not be able to chain pop it, so it has limited versatility. Where it comes back as an advantage is if in GHA or KC you are using it against a Boss timer that is longer that the cooldown for Teleport. I only really use it as an escape mechanism during open world PvP, which this build isn't really maximized for and it can't be used while stunned, slept, feared or rooted in any instance.

Test results incomming this weekend.


Don't make me have'ta Troll ya Bro!