Yeah, the wrath (or any other ward based broken) build is fine more or less, but if you just want to play normal minions, to play the real class fantasy - like golems or skele mages (or use normal skeletons also) without any cheese you get a very hard time very soon because necromacner is really squshy.
An idea to solve this would be to give us a mechanic in to the end of our necromancer skill tree that would give us an ability to have all damage taken split on our army. Only golems and skeletons should be taken into account, so if somebody goes for 20 wrath they cant take advantage of this. I would say every skeleton should take 1% of our damage taken and every golem should take 2%. If you have no skeletons due to Aaron’s Will for example the math should somehow even out. We should have around 30% less damage taken, and the class would be perfecto.
a build with minions no Wraithlord abuse also includes survivability and u can transition to that build if u get a hold of arons will Necromancer, level 100 (Release / 1.0) - Last Epoch Build Planner
first one is with ward… and second is with aarons will that removes skeletons and gives +1 golem per 4 skeletons u can spawn with the healing node and endurance ur quite tanky… 1 golem heals u 65 + 1 per 2 vit per meele hit
Thanks for the answer. Yeah, I am playing something similar right now, but I still think we are a bit squishy. We need more damage mitigation and some easier sustain. Some adjustment would be really nice. Other then that, its a really fun version of the necro that we have in this game.