Adding to the comment on Armored Necromancer frontliners:
A big thing about the Necromancer's Grim Harvest is that it heals once per turn, rather than per round. That means that AoEs and hazards and retribution effects that do their damage on someone else's turn ("at the beginning of the target's turn" "at the end of the target's turn" "when they enter" etc) can rack up tons of healing when fighting groups. Enough to full heal in a round, sometimes.
Indeed, many of the best spells for a Necromancer's Grim Harvest are not from the Necromancy school, despite the reduced multiplier. You want those sweet repeatable and/or off-turn procs paired with already-good damage spells (most of which aren't Necromancy).