Ranger is the pet class. The dev’s will never allow any other class’ pet equal or better usefulness. Minionmaster builds are supposed to be sub-optimal for most Necromancer play. For PvE farming, minions are there to make up for lower direct damage and burst capability. I have no problems using a pet or two on a conditionmancer variant to speed farming. I have tried minionmaster builds and run into the same limitations but firmly believe Necromancer will always be sub-optimal as a pet class. Look at the trait tree.
It doesn’t need to be as strong; a ranger has so many more options with a single pet, not only is the pet stronger, more useful, they can be swapped out at any point in time, controlled, can get you up, can be built like tanks whereas us necros have 7 pets, one of which a lot of people don’t use (bloodfiend), another of which is immobile (flesh wurm), and the rest doing not only little to no damage but also are extremely agressive and can take about 2 hits before dying. Oh, but wait! They steal life and give it to us! Well, they do but healing power does kitten for necros. I can link you to a reddit forum post showing exactly how bad healing power is for necros, but I assume people have seen it already.
I’m not saying that necros should be as strong as rangers but they should at least be a bit more viable with the MM build. Currently, I do not personally believe they have fixed the AI bug where they’re overly agressive, I was literally just in a fractal where my minions started ganging up on one mob when I was clearly several yards away from an enemy. If they don’t want to fix the AI bug or they cannot? That’s fine, at least do what I have suggested. It’s pointless for them to leave the class unfinished. There are many, many more problems with the MM build.
In 1v1 the enemy will always move around. It take forever for that 3rd attack to happen. And even when it does it often misses. And even if it does hit, the cripple lasts only a few seconds.
And do you know that if your enemy kites away from your Flesh Golem long enough, that cripple combo chain was “forgotten” and never happens? This might be a bug but I had seen this many times.
Its up to you as the MM to use your CC to get your minions on top of the enemy. That is the biggest focus of the counterplay when you are playing as/against an MM, can I stay mobile long enough to keep the minions off me and kill them, or will they lock me down before that. That battle of mobility is a main factor, and as a good MM you should be able to use the large amount of CC I listed to win that battle.
Its really not that hard to lock people down as an MM.
Easier said than done. This is provided that your squishy-as-hell minions are not destroyed in battle. Not only that, I’d in order for me (with my current build) to stop an opponent long enough for my minions to physically get on top of him, I’d need to wait for my golem’s charge or have my dagger equipped. Otherwise they can easily snare me or run. Let’s also not forget that considering how kitten the golem is, there’s a 25% chance he will actually hit the target and not miss. Seriously, is it just me or does my golem miss more than it should? He at times he’s attacking then charges the opposite of the enemy.