to begin, the Necromancer was the very first character i decided to make, and i have played it for the longest.
my philosophy was simple when deciding how i would build my necro: i want all the minions. not just SOME of the minions, not just some really big minions with a lot of health and damage, i want ALL of the minions.
i also decided to set them all on fire, so currently i’m unable to play my necromancer above 5 fps, really hoping the optimization patch fixes that.
at last count i was able to get: 5 pyromancers, 11 skeletal fire archers, 2 pyre golems, and 21-35 wraiths, some of which would be on fire, depending on how spammy i was getting.
the good: that was an option.
the bad: to a degree that was a necessity, as the greatest beef i have had with the necromancer so far has been any minion talent that said something like “your minions deals some vague amount more damage, have more health, are summoned faster (for wraiths)” has been complete garbage that seems not designed for the necromancer class, but rather its associates who wouldn’t really have a reason to go for that in the first place. to give hard examples: the archmage is as powerful as 2.3 mages, but a necromancer can have 3 by default, and 5 with talents, so why go for the archmage? easy fix is to make it gain 130% increased health and power for each normal mage you can have (over 2), making it worth 5.9 mages at my level, and making it worthwhile (and less laggy)
from skeletons, the talent reads something like: your skeletons deal 80% more damage but you can only summon half as many, rounded up. which is all well and good if you use an odd number of skeletons, but again, at my amount (11) it’s basically a moot point, as i’d be choosing between 6 skeletons at 1.8 power (10.8 skeletons) or just 11 skeletons, which is just stronger by a fairly negligible amount, and saves me a talent point.
the wraith option makes it to where all the wraiths are summoned at the same time but you only summon 2/3 as many… why would anyone take this? all the wraiths (7) take 3.5 seconds to summon normally (shorter than the cooldown of the spell) and they all last the same individual duration, i get no benefit from having all of the wraiths NOW!
as for the golems, i was misled and disappointed by the ivory twin talent, which made me think that once i have 2 pyre golems i would also summon 2 bone golems (4 golems) but instead, it just gave me a chance to not summon the much stronger pyre golems for no reason. it’s a worthless talent point and nothing would be lost by its removal.
i’m sure i have more to say, but aside from a few wonky talents and a lag issue, i have thoroughly enjoyed my time as a necromancer, and look forward to the upcoming optimization patch so i can jump back on her and finalize the last bits of my build to start pushing the leaderboard.