Rommath [Range Specialist] by Raeder87

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Rommath [Range Specialist]

By: Raeder87
Last Updated: Jan 7, 2018
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Rommath [Range Specialist]

Grand Magister of Quel'thalas

Rommath is the leader of all blood elven magi on Azeroth and advisor to Regent Lord Theron. The fiercly loyal magister is one of the most powerful mages alive and uses his cunning mind and superior knowledge of arcane and blood magic to outsmart and annihilate all that threaten his people.

He appears calm and focussed on the outside, but in truth his heart thirsts for vengeance. And only blood can repay what the elves have lost.

On Azeroth he seeks peace for the blood elves, but here in the Nexus there is no place for peace or restraint. Here all fools that oppose Rommath will pay the price for their arrogance, be it Kael'thas, the Kirin Tor or the demon lords from hell.

Gameplay:
Grand Magister Rommath uses a variety of Spells to damage and weaken his enemies and lay siege on enemy fortresses from afar.
He does not play with mana like most mages but instead uses Blood Energy, which he generates through spells and abilities and spends with "Blood Sphere" or his heroic abilities. His trait dynamically sacrifices some of his damage for an even greater range of his spells.

He has more health than the usual mage character and a lot of sustain. His lack of a true escape makes him often vulnerable to ganks and hard CC.

Rommath uses his high range and relatively low CDs as well as his independance of a ressource to make up for these weaknesses.

Stats:

Health: 1750 (+4%)
Health Reg.: 3,6 (+4%)
Attack Damage: 64 (+4%)
Attack Speed: 1.00 per second
Attack Range: 5.5

Combat Trait

1
Dark Knowledge
Grand Magister Rommath gains Blood Energy through several abilities. Being struck by enemy heroes or attacking them with basic attacks will also generate 2 Blood Energy. This energy disappears slowly while out of combat.

He can hold up to 100 Blood Energy. Every 10 Blood Energy will increase his basic ability range and radius by 5% and decrease his damage done by basic abilities by 2.5%. Blood energy will be consumed by "Blood Sphere" and his heroic abilites.

Primary Abilities

1
Q: Blood Sphere
1-50 Blood Energy
12 seconds cooldown

Rommath throws a Blood Sphere on the target location that deals 139(+4%) damage to enemies within the impact area. If at least 1 cursed target is hit, the cooldown is reduced by 4 seconds.

(Similiar to Azmodans Globe, just with more speed but less damage, range and radius)
2
W: Sanguine Curse
No cost
3 charges
18 seconds cooldown

Rommath marks an enemy with a curse, draining the energy from him over 6 seconds. Deals 186(+4%) damage and slows the target by 10%. If a cursed target dies, Rommath generates 10 Blood Energy (30 for a hero) and the curse is spread to a nearby target.
3
E: Arcane Wrath
No cost
10 seconds cooldown

Rommath assaults the minds of cursed targets with magic, dealing 205(+4%) damage. Also gains 10 Blood Energy (25 for heros) for every target.

Secondary Abilities

1
Talent: Infusion
1-100 Blood Energy
60 seconds cooldown

Use all stored Blood Energy to regenerate up to 50% of Rommath' health over 6 seconds.
2
Talent: Arcanis Mechanica
80 seconds cooldown

- Arcanis Mechanica: Rommath places his personal arcane golem that grants him vision. The golem can take 5 hits and spreads "Sanguine Curse" to its destroyer.

Heroic Abilities

1
R1: Rain of Sorrow
50 Blood Energy
120 seconds cooldown

Upon activation all heroes (enemies and allies) will be silenced and their attack and movement speed are reduced by 80% for 3 seconds. Forts and Keeps will stop shooting during Rain of Sorrow. Global range.
2
R2: Blood Well
1-100 Blood Energy
80 seconds cooldown

Grand Magister Rommath creates a pool of blood around him within 1.0 seconds that consumes all of his Blood Energy. Its size increases by up to 100% with more Energy spend. The circle shrinks and disappears after 5 - 10 seconds.

While inside the pool the blood grants him 75 magic armor, reducing the magic damage taken by 75% and removes the damage reduction effect of his trait.

Talent Choices (Level 1)

*
- Crimson residues:
Quest! Hit 40 heroes with "Blood Sphere".
Reward: The Sphere will stay on the impact point. Existing Spheres will also be thrown once to the target location when the ability is used the next time.
*
- Arcanis Mechanica: Rommath places his personal arcane golem that grants him vision. The golem can take 5 hits and spreads "Sanguine Curse" to its destroyer. 80 seconds CD
*
- Infusion: Quest! Collecting a Globe of Regeneration increases your health regeneration by 1.0 permanently, stacking up to 30 times.
Reward: Grants the "Infusion" ability upon reaching 30 stacks.
*

Talent Choices (Level 4)

*
- Explosive Curse: Cursed targets explode when being hit by "Blood Sphere" dealing 260(+4%) bonus damage to nearby minions and mercs.
*
- Exhausted Mind: "Arcane Wrath" increases the slow of "Sanguine Curse" to 60% decaying over 2 seconds.
*
- Refund: Dying targets affected by Blood Curse heal Rommath for 5% of his maximum health.
*

Talent Choices (Level 7)

*
- Agony: Quest! 10 Heros die while being affected by "Sanguine Curse".
Reward: Its damage is increasing over its duration up to 50%.
*
- Shattering Curse: "Sanguine Curse" can now be cast and spread on structures for 35% of its normal damage.
*
- No Mercy with Fools: "Blood Sphere" deals 500% damage on mercs controlled by the enemy.
*

Talent Choices (Level 13)

*
- Curse of the Sun: Blood Curse now lasts 8 seconds and reveals the enemy for 5 seconds after the effect ends.
*
- Wrathful defense: Arcane Wrath also grants Rommath 10 physical armor per hero hit.
*
- Bitterness: Reduces the duration of stuns and slows by 30% and being affected by them grants 25 Blood Energy.
*

Talent Choices (Level 16)

*
- Hammer of Blood: Fully charged Blood Spheres make enemy heroes vulnerable, decreasing their armor by 25 for 2 seconds.
*
- Research: Dark Knowledge does not decrease the damage of "Blood Sphere" anymore.
*
- Despotism: "Sanguine Curse" can now spread to 2 nearby targets.
*

Talent Choices (Level 20)

*
- Grim Reminder: Rain of Sorrow now only affects Rommath for 1.5 seconds and the ability can be used while Rommath is dead.
*
- Rebirth: Increases the base size and duration of Blood Well by 25%. If Rommath dies within the blood circle he is reborn after the circle disappears with 20% of his maximum health. This death does not grant any experience to the enemy team.
*
- Overflowing: Increases the maximum storable Blood Energy by 50. The additional energy does not grant any bonus. Only up to 100 Energy can be consumed by any ability.
*

Additional Notes:

Hey guys,

Thanks for reading!

If you liked this concept, you can have a look at some of my other concepts:

Whitemane Healer Concept
Al'Akir Healer Concept
Imperius Warrior Concept

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