As I lack any interest in pvp in Aranock, my comments are in no way related to or in consideration of 1v1 or group pvp.
First good impressions:
The idea behind the necromancer is favorable to me. A fun mix of spells and melee, with a few unique trademark skills. Lower base stats on a melee-oriented character are offset a bit by higher base bless, weapon skills, imm, and res. The inability to equip a barb sword is being addressed with an undead sword. They also have an awesome green cape!
Bad first impressions:
Bald. Bald. Bald. Fixed once I find out which sprite #s they are, and turn them into a female black-caped merc.
All 3 defining abilities. Blind neither deals damage nor offsets offensive combat skills of enemies. I harbor doubts that the skeleton or undead minions will have high enough combat statistics, spells, mana regen, or resistance to be useful after grolm penting, and have any arguable usefulness before then. I doubt the minions' usefulness in mid to higher rank quest areas with enemies that can stun or curse. Which also, possibly my biggest sad face for necromancers: no inherent curse or stun.
First fix-it impressions:
Rework blind into Plague. A sort of poison and curse combined, though not as powerful in effect as either of the two. Covers an area, and severely hinders the Heal spell. After all, they're necromancers: stuff should be rotting! Undead and skeleton minions are fine as they are: two unique class toys that will receive exp only after useful abilities have been maxed.