Re: 1.07 News, Info and Gossip
In this patch damage is taken from mana by ES second to last in the order. I forget exactly what's last in the damage order, but all damage reductions like DR/MDR and resists come before ES. I can't say that I regret putting a point into ES. I still haven't decided if I'm going to bother putting any more points in, as once I get good gear the +skills alone will push the skill into the point where diminishing returns are fairly significant.
As to telekinesis, I have to idea. I would tend to think it doesn't work that way in this patch, but have no reason/data behind that inclination.
If you're just going to LK run with this sorc, I don't feel it's worth getting a secondary attack. I'd go warmth or teleport; or both. That said, I would potentially feel differently if I was killing anything while doing so. As it is, I try to find ways to ignore any packs that might spawn near chests/racks by abusing the OPness that is telekinesis in this patch. (There are no restrictions on what it can pick up.)
If you're also going to use this sorc for rushing, I think it could really go either way. Going warmth/teleport in some measure would help rushing at a lower gear/wealth level, I think, whereas your gear gets better teleport effectively gets cheaper anyway, making a secondary attack for those troublesome packs along the way much more attractive. In particular things like NM Forge, NM/Hell Ancients, Duriel's Staff Chamber(unless using a durimule), and CS.... I can't think of any other rough spots off-hand, where clearing and clear speed are really important for rushing; particularly in HC where you'd need to keep the rushed toons alive whilst in the area.
Now that I think of it, if the Hell ancients are double resist or more, it might even be mandatory to have a secondary attack in HC, just because the kill speed will be important to keeping the rushees alive. That said, I don't know that I'd use a sorc in HC to rush mules through ancients in the first place. At least, after the first time.
As to what skills, I would second Fireball as a possible suggestion. I remember someone also mentioning having success with Hydras in the past, and while I do think it'd be slower than fireball (with good gear, ie FCR and the mana to support it), the side-benefit might make it worth it to you. It was mentioned that hydras will also trigger the seed-changing effects that other summons (like valk/decoy) do, which will help get more mileage out of particularly good/fast LK maps.