Crafting Recipes | Cost | Unlock Locations | Description | Prefix / Suffix |
Item Classes | NPC |
---|---|---|---|---|---|---|
Used when you become Frozen | 5x Instilling Orb 5x Glassblower’s Bauble |
Epilogue, Oriath | Movement Speed and Flask Enchantments – Rank 3 | Flask | Helena |
"Used when you become Frozen" is a unique and potentially useful Flask enchantment in Path of Exile, capable of offering crucial defense or offense when facing chilling foes. Here's a breakdown of its capabilities and considerations:
Function:
This enchantment automatically activates your Flask the instant you are affected by the Frozen ailment. This provides a reactive burst of support in situations where freezing could otherwise hinder your performance.
Benefits:
Considerations:
Additional Tips:
Overall, "Used when you become Frozen" offers a reactive tool for dealing with freeze-based threats. However, careful planning regarding your build, encounter types, and charge management is crucial to ensure it effectively supplements your defenses and offensive capabilities. Feel free to ask any further questions about specific Flask choices, build synergies, or strategies for optimizing this intriguing enchantment in your Path of Exile adventures!
Remember, even though the freezing effect might be annoying, the "Used when you become Frozen" enchantment can turn that annoyance into a strategic advantage by providing a timely boost or defense precisely when you need it most.
Freeze (known in status as Frozen) is an elemental ailment associated with cold that slows action speed by 100%, completely preventing the target from moving, attacking, or using any skills. It is possible to counteract this effect with flasks containing the ‘of Heat’ suffix, and the Unstoppable passive node. Acceleration Shrines and Tailwind cannot be used to overcome this slow.
A hit of damage that has a chance to freeze is capable of inflicting freeze. Critical strikes inherently have a 100% chance to freeze. By default, only cold damage can inflict freeze, but certain equipment can alter the default behavior, such as The Three Dragons, which change what damage types can inflict freeze.
Base freeze duration is 0.06 seconds for every 1% of the target’s maximum life (before party scaling) dealt by cold damage, up to a maximum of 50% (3 seconds). Freezes with a duration smaller than 0.3 seconds are discarded, effectively requiring a hit of 5% enemy life: As an example, a mob with approximately 20 000 000 life requires a single hit of at least 1 000 000 cold damage to cause the minimal freeze duration of 0.3 seconds.
Freeze duration can be increased (and therefore, minimum hit damage decreased) by freeze and ailment duration modifiers.
When a target is frozen, it is also considered chilled, unless the damage that caused the freeze can’t also chill. As the target becomes unfrozen, the chill will remain on the target for an additional duration of 0.3 seconds.
The Temporal Chains curse slows timers but does not affect duration stats, which means it does not count toward the 0.3 second minimum, but it will cause the “real duration” of freeze to be longer.
Non-unique enemies that are killed while frozen shatter into pieces. They will still leave loot, but most other on-death effects are suppressed, including:
These on-death effects are not suppressed:
Kills from damage over time will not shatter enemies. Only hits can cause shatter. Culling strike is recommended for damage over time builds that are able to freeze enemies to be able to shatter enemies.
Item with mods Cannot be Frozen means 100% chance to avoid being Frozen.
Monsters with the mod Cannot be fully Slowed (seen on PoEDB) can be Frozen, but the Action Speed reduction will be capped at a certain amount. The monster will still be considered Chilled and Frozen for any modifiers relying on those ailments.