Speaking towards the concept that you specifically mentioned bhu, about some sort of 4E Necromancer, I don't think that's really an option in 4E. I believe late in 4E's life-cycle they did make a Necromancer class but it was part of the "Essentials" line - sort of like WotC's attempt at a 4.5. The classes that are part of the "Essentials" line are a little different - usually a little simpler to build and play - but since they are from books that were not on melblen's list, I think we can probably discard those for right now.
The only thing that I can really think of that isn't really a part of 4E is minion-mancers, whether that's a necromancer raising an undead army, or a summon-monster-spammer, or Charm Person stuff, or even a guy with Leadership. The reason for this is that one of 4E's biggest balance points is action economy - in a normal fight, monsters and PCs have roughly the same number of actions a round. So six of us, six of them, each of us getting one turn a round. There's a bunch of exceptions to that rule, but that's why they got rid of a lot of that stuff - too easy to tip the scales in our favor by charming half the monsters onto our side or just bringing along a pet army.
Likewise, there's not a lot of permanent crowd control spells or instant-death effects in 4E, because again, they didn't want to make it too easy to skew action economy in our favor or the monsters' favor. So rocket tag doesn't tend to be a thing in 4E either, although with coordination between the whole party, it is possible to combo abilities to cripple one or two monsters for an entire fight. That is a thing in 4E, and it's an important tactic because if we lock one or two monsters out of the fight that action economy swings in our favor and we can pretty much ride it to victory.
If you're just interested in playing a Necromancer type that sucks the life out of enemies and the like though, there's probably a build we can get you for that.