HR Solo Sorc Build and Guide
The whole idea is mobility and extremely quick cooldowns. Use Lightning Dash and Levitate to move vertically and horizontally across modules. This build excels in open modules, be wary of tunnel or hallway fights unless you know they are clear. Since we as sorcerers die so quickly regardless of what we build in, it makes sense to make a build that is more dedicated to just not being hit. This build has high mobility, low HP, and a bunch of Magic Damage Bonus and Cooldown Reduction Bonus. The stat chart doesn't account for 5 MP when casting spells without a book, the 10% bonus Spell Casting Speed when unarmed, the Cooldown Reduction or Damage Bonus potential of Elemental Fury, or account for a 3 stack Mana Flow with 15% Magic Damage Bonus.
Plate fighters, barbs, and bonk clerics will be easy pickings with this. Frost Lightning and Levitate is key to fighting barbarians. Try not to miss eruption either as it disrupts their W keying. Wall of Fire is bad against these classes unless you are playing around a corner or door.
Caster cleric and wizard take widdling down. Try to stay out of their spell range or they can drop your HP rather quickly. They can kill you quickly if you let them land their spells. If engaging a wizard or caster cleric it's best to dry and drain their spells while avoiding them thanks to your mobility. Use the terrain and your cool downs to your advantage. Vertical movement works very well against wizards with teleport and clerics as a whole. If a wizard follows with fly he is an easy target for some of your spells and teleport is only good on the ground.
Warlocks need to be pressured quickly. Stay out their melee range. Don't use Elemental Bolt unless you know their Phantomize is on cooldown. Flamethrower is a better and more consistent finisher vs warlock and they tend to phantomize when they start running and hear your merge spell. This allows flamethrower to really cook while they take increased magical damage.
Rangers are a class you don't want to fight in the open. You need to use the terrain and modules to your advantage to block their arrows. You have to make sure you hit them with a few spells before you try to finish the fight. Lightning Sphere, Vortex, and Flamethrower work really well to close out the fight with a pesky ranger. Preferably don't engage with bards or rangers with the surv bow.
Druids and Rogues both need to be spaced with vortex, frost lightning, and windblast. As long as neither of these classes get the jump on you, they aren't so difficult to fight. I like to start with lightning bolt and use either windblast or vortex as they are pushing or are expected to get into range. Druid will try to dash twice at the beginning and when their cooldowns are up they are a lot less threatening. Rogues know they can kill anything in a few hits if they close the gap. LB keeps them from rushing up on you and vortex is a great spell to que up when you see them with a Shadow Step ready. Flamethrower works well against them both, though you should use Elemental Bolt instead on a Bear if they choose that form.
Sorcs take just a few spells to hit, like flame wall or and eruption and flamestrike. I typically like to Lightning Sphere at this point and Frost Lightning into a Flamethrower. Flamethrower works extremely well against fellow sorcerers, just watch out for the longsword if you cast it too close to them.
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