initial duration testing using skeleton warriors and rogues: (note, warriors have 75% bonus hp from tree)
1 warrior: 24 seconds
1w1r: 27 seconds
1w2r: 28.5 seconds
2w2r: 32.5 seconds
~~
5w6r: 43.5 seconds
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2 (blood) golems: 37 seconds
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1 death knight (Skeleton mage): 23 seconds
4 death knights (skeleton mages): 33 seconds
Everything (6 warriors, 5 rogues, 2 blood golems, 4 death knights, and 14 wraiths for good measure): 61 seconds.
Conclusion: The abomination is tuned in such a way that it’s not intended to live for much longer than a minute.
Damage testing
1 rogue: average hit ~400 on training dummy, aprox 800 dps after factoring in acid flask and attack speed
Abomination version: average hit ~470, aprox 600 dps as he has no spells in rogue mode.
1 warrior: average hit ~400, aprox 500 dps after attack speed
Abomination version: virtually identical to the rogue test, more dps if talented for warrior consumption skill.
1 death knight: average hit ~240, approx 600 dps after attack speed, mortar, and hungering souls.
Abomination version: average hit ~550, approximately 700 dps (more if specced for mage consumption skill)
2 golems (i had no option to only summon one due to talents): average hit ~310, aprox 350 dps individually.
abomination version: Average hit ~650, aprox 900 dps (with stomps if talented for it)
due to the inconsistency of putrid wraiths vs normal wraith spawning, i chose not to include them in the damage test.
Everything (minus wraiths) estimated dps: 10,400
Abomination version: average hit ~1400, aprox dps 2,000
conclusion: The abomination is a tremendous nerf to your damage and is severely under-tuned for absorbing large packs of minions, do not use under any circumstances, you’ll get far more mileage out of dread shade.