I like the design of this demigod, his skills are quite interesting, at the same time he seems like an obscenely powerful demigod. He is on par with any assassin, then he gets minions to top it off. Now part of this is due to the red wand of AoE healing in favor items available to generals (which works extremely well with mist.) At the same time he has some amazing flexibility and his builds function with a number of skills not needing much investment to be effective.
Bite: Amazing skill. A huge health swing, plus a snare, plus an armor debuff. This skill helps him stay in a lane and survive pressure quite well. I like the overall power, but perhaps it could stand to have an extra few seconds tacked onto the cooldown or be a little less cost effective.
Mist form: This skill is just too good early on. At level 1 and 2 you can wipe out most grunt waves with ruthless efficiency. However, it is just a plain waste to invest into level 3 and 4. It also dispells all negative effects and makes you invulnerable. Taking 100 damage per second every second usually wins out over the enemy demigod attacking you. The skill just encourages you to keep it at level 1.
A few things need to happed with this skill. First, I think that the health loss should not exceed to damage at high levels. It turns the skill from a good proposition to a bad proposition. Second, I think the skill needs an activation cost and a cost to sustain. Having the cost to sustain go down on each level starts encouraging the player to go beyond level 1 or 2. I take level 1 of this skill in all my builds for creep killing and sometimes upgrade to level 2 (if their creeps aren't dying to it quickly), but I never go beyond 2. The health loss is just to great and the skill becomes crap.
An example of what I am thinking follows:
Rank 1: 200 mana, drains 100 mana per second. 75 damage to enemies, 50 damage to self
Rank 2: 275 mana, drains 75 mana per second. 150 damage to enemies, 100 damage to self
Rank 3: 350 mana, drains 50 mana per second. 225 damage to enemies, 150 damage to self
Rank 4: 425 mana, drains 25 mana per second. 300 damage to enemies, 200 damage to self
Basically, level 1 needs to be weak enough that players want to upgrade it. However, the self damage penalty can't go too high. I think a high drain factor at low levels could be that encouragement to level it. That way if you want to do more than a minimum mist (3 seconds) you start losing mana fast.
Mass Charm: This skill gets worse as it levels. Its cost goes up, but the hero stun doesn't. The grunt stun goes up, but I don't care. I can just wipe the entire wave out with level 2 mist form. Players are mostly interested in the stun. I can respect that you don't want this guy to have a super powerful stun, instead opting to have it function more like an interrupt. I think you should run with it along these lines. Drop the cast time (heck make it instant) and make level 1 expensive and on a long cooldown, say 30s. Each level could then drop the cost, up the AoE a bit, and drop the cooldown by about 5s. This makes the skill weaker at level 1, but more powerful at level 4 (instant cast stun that interrupts and hits a lot of players on an aggressive cooldown.)
Batform: It is just too good. An amazing teleport and great damage. Just shave down the damage a bit, don't hammer it, maybe try 80% of what it is now?
The minion skills: Coven is just great. The other one, I forget its name, isn't so useful. It only increases the chance to get more nightwalkers. The problem is stuff dies a lot and mist form shreds enemies, making this an undesirable skill. Add some sort of side effect to also make the minions stronger. A great effect in theme for this character would be giving them a life steal that heals the vampire (and maybe increasing their damage a bit with it.)
Potion skill: The potion is a cool idea, but it should heal allies. A friend dying to your potion isn't cool. The regen is what you really take this skill for.
Vampic Aura: This skill is really inconsistent, sometimes it makes everything by me die, other times it doesn't. What is it actually susposed to do? When it works it seems to be very effective.
Right now he is an amazing lane hero and his only weakness is that he is poor at siege. I would like to see him toned down just a bit while some of his skills be made so that there is a reason to invest beyond 1 or 2 points.
I typically max bat form at highest priority, bite at second priority, the potion skill at third priority. I take 1 level of mass charm and two levels of mist form. I max coven over time at a low priority (trying to squeeze it in over time) and mix a single level of the minion spawn rate increase in when I get the chance. I then shift to stats.