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There is one hard fact about necromancy that i want to highlight which is the determining factor why necromancy falls and becomes the worst sigil by the end of the game. You kinda allude to it.
While this statement is mostly true, it is actually false when it comes to CRITICAL CHANCE. By end game and when the player gets real comfortable with the crafting system, it's not hard to create spells with 100% crit chance or spells with greater than 60% crit change easily.
Those necro pet types you describe have their own crit tables and seems we can do nothing about it. Given the whole mastery mechanics and how it takes a crit to consume it, there is no way to control or guarantee making use of the mastery mechanic with necromancy. Which is why it is the worse sigil, amazingly if this one thing was changed necromancy would probably be viewed as one of the best sigils.
Yes good point, I should have added that in originally, I will update the post.
I was so disappointed when I found out none of the spells 'Prefixes' or 'Affixes' were being added to my Necro Pets, no matter how much I increased my spells 'Critical Chance' or 'Status effect duration' the Necro Pets never improved. :-(
Ah man imagine they could be customised to such a degree as to control their attribute effects....
Cheers.