With the plentiful selection of tether type spells that attach to their target so you can drag them through things and use positioning as a skill mechanic, when will necro tether attach to their target instead of the ground so that it will be useful on targets other than NPCS, (it ticks on players for NO dmg and it's basically designed to work against the user, having skill mechanics on spells is cool but make them worth the trouble) line of sighted by any tiny rock in a field doesn't exactly scream "powerful necromancer". They have the passive for dots and NO class dot that you can reliably use in PvP, making a beamcro with soul assault vamp drain and dots would be a really fun playstyle but it ends up just being not good and better on other classes despite it fitting with the necromancer archetype that exists in most D&D inspired games.
It's fine that some spells have mitigating factors built into them, but not when there are versions that don't, how does it make sense to have necro stun be the most avoidable stun when streak exists, or fossilize, necro kit has a lot of "advanced mechanics" on their spells which is fine but they need to be stronger than their counterparts to make up for it and as it stands they are inferior before and after accounting for how much more difficult they are to employ. When was the last time mystic tether hit for the 9k recaps I am seeing of fletcher flies, all the tools magcro specifically needs are in other classes kits, you cannot have a immobile caster be this weak and I realize there is a fine line that could be crossed into making them OP, at least make them more fun.