I wanted to separate this out from the general Sorcerer 1.6 thread because that one is a mish mash of PVP concerns and VR group content concerns with a couple of us trying to figure out how to deal with groups of normal mobs in VR areas now that the Inner Light / Critical Surge / Elemental Ring / Immovable combo no longer works.
And I'm talking about Sorcerers with staves who are not vampires. We know all about stamina weapon based skills and vamp skills.
I'm also not talking about soloing Craglorn group content, just plain groups of 4 or 5 normals or normals + one strong that are a regular part of solo content in VR zones.
1-50 is not an issue at all because the damage we do and the mob's HPs scale at a reasonable and predictable rate. Although, I have to add, that with the new feature that PVE mobs have CC immunity on the same basis as players, any strategy that relied on re-applying an AOE root to keep the mobs pinned down while you DPS them from distance won't work so well any more. But in those levels large groups only exists in public dungeons and instanced group dungeons. It's rare to see groups of linked mobs larger than 3 even in Coldharbour delves.
The fun starts in the VR levels where your damage acquires a total different relationship to mob mitigation and HPs and the same thing that used to kill them before VR levels by casting twice or 3 times, will now take 4 or 5 casts to do the same thing. Plus the linked mob groups grow into larger packs of 4 or 5 in the open world as you level up.
At low levels, I've used Overload in the past to deal with groups in delves and the open world. It works pretty well but the damage/mob HP ratio is manageable.
So, fellow staff using sorcerers, have you found anything that works that lets us deal with packs... hopefully without relying on an Ultimate?