Alright, I wanna start by saying this, I have been looking forward to necromancer for a loooong time, and I just spent hours, and I mean hours testing the magicka version of the class in duels and in Dungeons, and two issues came to mind.
Number one, why no execute? Why does stam get multiple execute options no matter the class, and magicka gets nothing.
Number two, Frozen Colossus's stun seems useless, making the stam morph just flat out better.
I'll start with the first issue, execution abilities, or the lack there of. Much like Magicka Warden, Necromancer suffers from a serious inability to finish low targets, I don't see why this keeps being a thing? Every class has a magicka option for finishers except DK, Warden, and now, Necro, It's pretty irritating if I am being honest, plus I don't wanna feel like I am playing Warden again, it's bordering that now as is. Now, Magnecro has a blastbones morph that looks strong on paper, but suffers from a lot of crippling issues, such has travel time to get the benefit of the extra damage, ( Which gives it a lot of time to just get destroyed before it does any damage, in both pve and pvp.) and it has a pathing issue which makes a it even harder to land from a distance... Stam doesn't not tend to suffer from this, cause it's usually in melee range. Now, I have thought about this with a friend, and we came up with idea that we think could kill two birds with one stone. Instead of a damage increase based on distance, give it a dot that works like Poison Injection currently does. When it hits it's target, it applies the dot and the damage goes up once their health is below a certain threshold. This way, you don't have to be super far away to benefit from the morph, and you might be able to finish a target for once.
The second issue should not take as long to address, it's pretty straight forward, the stun almost never lands in pvp for the Magicka Necromancer's Frozen Colossus morph, and in pve it barely matters if it does land. The stam version of the Ult is good in both situations, or at least better. I'd like to suggest a simple change, switch the stun from the last hit to the first hit, since the first hit is usually dodged right away, anyway, or, make the hits apply a slow, and remove the stun altogether.