

Okay, so like what was done in Guild Wars 2. There, (and to use FF terms here) the Healing Necromancer build was essentially shield-style proactive with ability to "Rescue" on short cooldown. It could also help team members proc lifesteal. The issue in that game was that it brought almost no useful support buffs.
Agreed with the lifesteal concept -- a different sort of reactive WHM's Medica II or melee dps' Bloodbath style buff that heals party members as long as they continue whacking enemies. Perhaps a longer duration to account for not always having an enemy around or the slow speed of attacks. As long as this Siphon buff is active, party members would be doing extra damage with their attacks (as the lifesteal concept implies, it's both a damage and a heal).
As for Resurrection, if you're referring to the actual res of dead party members, I'd prefer to not have an OP resurrector. People should still have a healthy fear of death and not bank on someone always there to insta res them. I'm actually appalled at the number of multi-death clears I've seen in normal content. If a pull is so horrible, then it should lead to a wipe and force everyone to restart. Just earlier today, some of the World of Darkness bosses completed with a dozen or more people showing a fully dead state. I've seen a bunch of dungeon boss kills with the tank and sometimes the healer dead. Anyway...
Necro is a cool concept, but it's basically already done in Summoner, as far as I can tell. Control minions, apply conditions, spread these conditions.
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