You may not need one, but if you do, then you also need a NiControllerManager to go with it.
The NiControllerManager provides the interface to scripted initiation of the animations - i.e.its the hook to the PlayGroup function. It connects to an array of NiControllerSequence nodes. Each NoControllerSequence then handles a single animation that can be called for, so it will have a name to use as the PlayGroup operand, and there are a fixed set of those names to choose from. Levers and buttons need these, so they can move when the player activates them, usually with PlayGroup Forward and PlayGroup Backward.
If the animation doesn't need to be controlled from outside (like a waterfall, that just keeps going whatever you do), then you don't need either node type, you just need an animation controller or few (there are several types) and the associated NiTransformInterpolator(s) to provide the timescale/amount relationship. These are hung off the node that's going to be affected by the animation, which is usually not the whole object.
There are a few in-between cases, such as when an object does an Idle animation, but can still change it on demand (e.g the Hist pumps). These are usually set up so that "Idle" is a playable group, and it's always possible to create an animated object so that it only has "Idle" available as a degenerate case.
So what does yours need to do? All I can see is a Transform, which means a piece of mesh is moving, but it could be a rotation, or bouncing up and down, or stretching. It doesn't give me any clue as to whether it needs any outside interaction.