Move forward at faster than walking speeds.
Re-position during DPS'ing/avoid death.
I have recently been playing around with Teleport: Reversal..and I've been having a blast with it.
First, you sorta kinda gotta forget what Teleport is traditionally utilized for.
It has a lot of fun uses, especially for Act 1 runs with those exploding Grotesques as well as molten and fire chains.
1. When more than 2 Grotesques are about to go boom, I port out of the pack...after they boom, (up to 8 seconds later), I port right back in. Now yes, I do realize that you can time your wormhole and accomplish this anyway, but this gives you a much, much larger window of time, at a fraction of the AP cost.
2. When running with a vortex monk, you can aggro enemies from outside your little two person "frozen woodchipper" by porting out, putting some twisters on enemies off screen, and porting back again, without needing that traditional cool down on teleport: wormhole that can force you to lose that CC on crowds..again, at a far less cost of AP than a full 4 port wormhole.
3. People with low Crit Chance/IAS that can't necessarily get their cooldown on TP back in time now essentially have two ports within 8 seconds. While they can obviously only port back to where they started, it's sometimes a great option to just be able to move...and you have 8 seconds to do it, which is nice.
4. When searching for areas to uncover, porting in the direction you are searching allows you to completely regain allll the traveled ground that led you nowhere. For example, looking for Crypts in Act 1 - Take WP, port north, run up to 8 seconds in the direction of where the crypts are ( i think with 24% ms you can ascertain if it's there or not...if not, port, and you'll be right back at WP and can then move south.
I'm not saying it's end game skill utilization...but give it a try, it's actually lots of fun! Best challenge is seeing how far you can run before porting back...it is VERY far.