I’ve written quite a lot about the Abomination itself, including a lot of leveling and testing the skill. Here’s what I’ve written half a year ago about it specifically, and that was before the leveling tests:
From December '20
- Voracity (5 points): Now that you no longer have particular affixes that give you defensive benefits when channeling, you’re a bit of a sitting duck when you use this ability. So I would instead use these points to provide more resistances + armor + anything while channeling so that you can feel your survival improve when you need to remain planted.
- Domination, Quick & the Dead, Stiched Flesh Imprisoned Horror, & Cadaverous Carapace (15 points total): This is way too many points for what is effectively the same purpose (some amount of damage for some amount of health decay). I would just focus on getting an acceptable damage numbers and acceptable health decay, and focus these nodes on things that are really important.
- Fractured End (3 points): Unless the Skeletal Vanguards have more damage and overall usefulness than regular Skeletons, I don’t know 3 points is necessary for 3 additional Skeletons.
- Increased Melee AoE (5 points): A common theme with these Necro minions - if you feel like the minions don’t have acceptable AoE off the bat, don’t force us to spend up to a fourth of our points just to have the skill feel useable.
With little conversions and little incentive to prioritize consuming some minions over others, this skill looks so disappointing. This is supposed to be the cream of the crop of the Necromancer minions, and I’m here sitting wondering “what’s the point of having this?” This minion needs to be a real hulking mass.
Consume enough Mages and be able to throw a giant flamethrower parallel to the dragons. If it consumes a Rogue, it should be able to use Transplant from your tree, and it should be able to transplant toward one of your other minions, blow it up, and use the bones to whack the enemies with. Consuming Warriors should give it blades for arms and with them a chance to deliver a flurry of strikes. If you’re consuming a minion who’s under the Infernal Shade, the Abomination should have a large flat Fire damage bonus.
Maybe give it nodes where if you can get it to survive over a certain period of time, it becomes increasingly unstable and parts of its body explodes in a small but damaging AoE while stunning the Abomination. There should be nodes where if you spec into Sacrifice, the minion first explodes giving heavy damage and then the spirit of the minion gets absorbed into the hulking mass of bones and flesh.
What ended up especially horrible was that I died in multiple occasions because the instant I decided to bring the Abomination into battle, a giant telegraphed “move now or you die!” attack came right where I was channeling and I was forced to either go through all that effort for nothing or simply die.
The only time that combat with the Abomination felt good was when it had both the Double Strike from the Skeleton Warriors and the huge AoE cleave from the Wraiths - otherwise it does way too much standing around for something that decays as quick as it does.
And yes, no other skill in the game requires so much preparation in an empty echo just to feel usable. Think about how Mages would riot if their Lightning abilities required 20 seconds of standing outside just for enough Lightning to charge their reserves, and then having to do that every 2-3 echoes.
I like the idea of taking corpses in the area to summon this new minion, but it comes at odds at having multiple enemies having telegraphed 1-shot attacks. That’s why I suggested to link it with Sacrifice, so that the exploding minions have a chance to take out the enemy threats while contributing to the Abomination. Additionally, Sacrifice’s Chain Reaction node allows for multiple minions to explode very quickly, making for a much smoother summoning than any of Abomination’s consuming nodes.
The nodes that grant it damage multipliers for sucking more minions has already proven to be nothing but a “let’s exploit large numbers of minions to grant it ludicrous damage.” I would instead take RawSuicide’s suggestion of using the active minion skills to grant it unique attacks. There’s so many nodes that could be used for potential synergy, but instead you fill the tree with a lot of “exchange damage for health decay” nodes that could be done away with entirely.
Find an acceptable amount of summoning speed, damage and decay, then delete those nodes and instead fill them with real creative ideas that make the Abomination a truly unique pet.