I'm still fiddling with the charge damage reduction, it may go back down to 25% but it's not going away. Nethermancers don't have any built-in damage reduction like Berserkers and Engineers do, so that charge bonus is there to let them survive as a melee fighter if they want to. Also don't forget that the damage reduction comes at the price of your mana costs. The dodge bonus on top of that may be too much, I'm still trying to find a good job for that passive.
Tentacle Lash and Impale have already gone up in cost since that last update. They're supposed to be cheaper
than most spells, but that last change was definitely overkill. I'm liking their power level right now, so I'll do the cost change now before messing with their damage.
Festering Aura only works on enemies that are already poisoned, burning, etc. The reduced armor and damage only works on enemies that are already poisoned. I think I need to rewrite that tooltip. But even so, believe me I'm still keeping an eye on it because it's by far the strongest part of that skill, that stupid damage reduction has been directing where that whole skill goes.
The spell graphics... I'm not going to promise anything, but seeing as I'm kind of a perfectionist with my particle effects, it'll probably happen at some point