Been leveling my necro with this build (using FC instead of SM) and as promised up-thread I share my experience.
It.. is... holy-christ-on-a-bike-gawdwaful
Now, before you rip me a new one, let me explain the context..
I am fairly new here so I just pug around in threatening (and a few runs perilious when I find a team and have a character I feel comfortable playing). Life in threatening pugs is pretty much a run-and-gun game where no one will tank anything and barriers are a rare commodity. In this context what this build does is:
1) Spread a lame DOT with walking bomb that will cause enemies to attack me.
2) Spread another lame DOT with virulence + FF that will cause enemies to attack me
3) Has simulacrum which prevent me from HoK ressing and makes sure no team mate will ever ress me (they have ran off by then...)
Now, mostly this problem seems inherent to walking bomb (and the terrible curse that is simulacrum that you have to take to get to it...) but with the ice mine build I could at least drop IM on myself and be reasonably tanky against all the aggro I get. FC is nowhere near enough to keep me alive and I cannot even imagine what it would be like playing without any defensive cooldown.
Just to start, I never said this was the best build there is for the necromancer, just that it's my favourite. I like that it makes you think a lot more about what enemies are coming at me and that I need to remember what enemy is immune to what status effect, and what element the enemy you're attacking is weak to to maximise the damage on that single opponent to spread those effects.
I can see why you'd have these problems given the context, I imagine from my experience threatening enemies die to quickly for the benefits of a crowd control support to be needed. Especially on the smaller maps and I appreciate not everyone is going to get on with this build, it's harder to use and focuses more on the timing of your attacks to negate enemy damage for you and your team mates (the enemy can't hurt you if they're frozen/ feared/ dead).
Another thing to bear in mind I'm using high end gear with con 50 will 85 cun 50 so this might not work for everyone, it still works very well with a lower DPS staff for me. It does work very nicely for perilous FC maps where there's a lot more enemies there to make the CC really shine. This build is optimized to support a competent team on perilous runs which is what I typically like to play.
I like that I'm the one taking aggro, it allows me to control the enemies as they're coming to me countering threats as I see them. Classes like the necro and archer will always pull a lot of aggro because of the DPS nature of their abilities, I like to take advantage of that.
I can't stand simulacrum but I like all the other passives and abilities down that side of the skill tree so I guess I'm stuck with it for now
As i posted at the start you can get around this by throwing a WB just before your spirit form dies, the DOT and subsequent gib from this will give you the kills to revive you from bleeding out and/or faded via HOK.
Personally my favorite necro to play was an ice mine fade step fade cloak walking bomb. Very aggressive and fun and very survivable if played a bit cautiously which was hard to do after you discover this: spot a bunch of enemies, ice mine them in the middle, walking bomb, fade step into the fray and trigger wb, fade cloak. This build is sort of a mobile Swiss army knife (not dirk) haha with fade step and lots of mana low cost spells, but not the best for support XP.
Without wb I would go for horror, blizzard, ice mine, energy barrage.
How much xp did you get using this build just out of curiosity? I'm not how much you typically get per game but on a previous post I showed the XP rates I got and was only just under the keeper with 15.5k xp with only 100 kills.