Permanent Rampaging Abomination | S Tier | Build Guide | 0.8.3E

So i was thinking, why not put a point into blind fury, in dread shade tree? Most of the minion damage is melee and the egoism node on the tree makes it always crit (At least it what it says) I dont see how this node would impact negatively the build, and you would have a 40¨% increase attack speed basically for free. I’ll take one point from Flesh Harvest (cause my abomination is almost always full health anyway) to try it out. If it is a bug, or some mechanic i dont know, cause i’m new, sorry for that. And thanks for the build, i think its kind janky to set up, but it works really well when you finish it.

Hey! welcome to the community!

You can defintely try it out. I used that node last patch but i was told i believe by @Llama8 it was a bug and it was suppose to halve the crit of the always crit node (which i believe just gives your minions 100% crit chance like gamblers fallacy does for us but cant see it on char sheet)

It may still be bugged meaning your still guarenteed to crit and so only get the benefit of 40% increased attack speed. I have no tried it this patch i just assumed it would have been fixed.

Feel free to post again with what you find :slight_smile:

Ty the game is pretty fun and i really like your builds. :smiley:

I tried it out in the dummy and in monoliths, and i didnt notice any diference in the critical hits, at least from what i’ve saw, all hits from the abomination were crit.

Nice! Good to know, next time i update this build ill be sure to switch a point over to that.

I can’t remember whether the devs said whether Blind Fury should override Egoism’s always crit or not.

There’s certainly a bug report for it.

You’re going to have to wait until your level is high enough (60) where an unspecialization gives you 8pts as a baseline. I had an Acolyte I shelved a while back who was only level 55. Assumed I could try this build as long as I had access to Abomination, but such is not the case :slight_smile:

Hi. Seems like the abomination is based on physical damage, but the 1h and relic is giving necrotic pet damage bonus… any reason why this is so?

It is because the implicit gives a huge increase to necrotic damage and abomination has lots of added necrotic damage both from dread shade and from passive. I tested it and even though abomination doesn’t have the necrotic tag he does more damage with that necrotic implicit that a weapon that doesn’t have it

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Thanks for the reply… was considering dragonbone axe for 1h and runed bones for relic, now not quite sure hehe.

Mess around with them and experiment:)

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The tags only affect the skill’s base damage, they have no effect on any added damage.

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How can I make the abomination permanent? Won’t it always eventually die to infernal shade’s 10% increasing damage?

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Infernal shade only last a few seconds just don’t take the unlimited duration node

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Ah alright I was wondering why that node was in the build planner - its nice having him at max demonic possession stacks but re-summoning was a pain. Thanks for the reply :slight_smile:

If you hit your abomination with infernal shade again it resets the damage. So if you do take the unlimited duration just make sure to hit him again ever 30 seconds or so. Of course if you go afk he will die. I found it easiest to just not take the unlimited duration

Interesting. would rather just have him be a little slower than needing to resummon every time I afk

what other affix I can put on the Weapon other than minion melee damage. I’m not very familiar with what is considered adaptive spell

You can put anything else you want, but it wont affect your abomination. You can change weapons to something that allows 2 minion suffixes if you like to do a little more abom damage.

I find that the abomination lacks speed movement, would it be interesting to take the passive veins of malice (necromancer tree). Or is the loss of life too great?

Great, you found a way to manipulate the game’s mechanics and use them in a way not intended, to make an abomination build that as usual is either done sacrificing everything to buff him or using skills as they were unintended to be used to make him.

Bravo thought for going the extra mile and being unique and having to manipulate the game to get and use extra skills, that’s original, at least.

Why don’t you try to make a summoner abomination build in the spirit of GD, TQ, POE, D2, D3 that actually has multiple summons because that’s why most people actually take these type of classes is for the summons or pets not to buff just 1 or cheese skills to make them.

The skill is trash unless being manipulated or going against the theme of a summoner is maybe why? Perm node basically cuts you off at the knees being a summoner by cutting out the use of your other summons, and then on top of that cutting you further down by limiting your skeleton summons. Going a diverse route ends up having your summons all over the place, no cohesion and leaves you with an abomination that lasts a couple of minutes with a good wind uptime and then add in AI and all its problems and the skill is trash in all ways except showing flaws in other skills and game design for this class as a whole.

Maybe a video showing how frustrating to impossible to make a decent to good abomination build is without going 1 summon all buffs to work would bring some changes or reworks to the skill and class to make it more than a one trick pony when using abomination.