PoE Used when you start Bleeding Craft Recipe

Crafting Recipes Cost Unlock Locations Description Prefix /
Suffix
Item Classes NPC
Used when you start Bleeding 5x Instilling Orb
5x Glassblower’s Bauble
Epilogue, Oriath Movement Speed and Flask Enchantments – Rank 3 Flask Helena

"Used when you start Bleeding" in Path of Exile is a versatile and popular Flask enchantment, offering both defensive and offensive possibilities against the ubiquitous threat of bleeding damage. Let's explore its intricacies and considerations:

Function:

This enchantment automatically triggers your chosen Flask the instant you begin to bleed. This instant response can help mitigate the initial burst of bleeding damage and provide tactical advantages.

Benefits:

  • Immediate Defense: Flasks like Staunching Flasks or Stibnite Flasks can instantly remove or mitigate ongoing bleeding, preventing significant health loss.
  • Offensive Opportunity: Certain Flasks like Quicksilver Flasks or Wise Oak Flasks can grant movement speed or damage boosts upon activation, enabling you to dodge further bleed triggers or retaliate with increased power while bleeding.
  • Improved Sustain: Builds reliant on enduring bleeds for specific mechanics, like Blood Magic for casting skills, can benefit from the controlled activation of Flask effects to manage their bleeding state.

Considerations:

  • Charge Management: Ensure your build has reliable methods to refill Flask charges quickly, especially if facing multiple bleed sources or relying on frequent activations.
  • Delay and Overlapping Effects: Keep in mind the slight activation delay of the Flask and ensure its effect overlaps sufficiently with the initial bleed damage to effectively mitigate it.
  • Flask Choice: Carefully consider the Flask's effect you want to trigger – instant bleed removal for defense, temporary immunity for aggressive strategies, or offensive boosts to capitalize on the bleeding state.

Additional Tips:

  • Build Synergy: Analyze your build's defenses, offensive capabilities, and encounter types to choose the Flask and playstyle that best utilizes the "Used when you start Bleeding" enchantment.
  • Bleeding Mechanics: Understanding the different ways you can trigger and resist bleeds in Path of Exile is crucial for using this enchantment effectively.
  • Alternative Strategies: Manually activating Flasks for precise timing or utilizing other bleed avoidance mechanics might be preferable for some builds or specific situations.

Overall, "Used when you start Bleeding" offers a potent tool for managing the ever-present threat of bleeds in Path of Exile. With careful planning, charge management, and understanding of your build's bleed interactions, you can turn this seemingly disadvantageous state into a strategic advantage and unleash its full potential in your adventures!


Bleeding, or bleed, is an ailment that deals physical damage over time to the affected target. Moving targets suffer increased bleeding damage. Only physical damage hit can inflict bleed. As of current build of the game, all chance to bleed are grant to the weapon as local mod, or the chance is specific to the attack. Thus, bleed is limited to attack skill only at the moment.

Infliction

Attack will inflict 1 application of bleed if:

  • Base damage of attack have non-zero physical component
  • Attack successfully lands (is not blocked, dodged or evaded) [citation needed]
  • Attack has a chance to cause bleeding and it passes the chance-check (ex:Bloodplay)
    • Or attack is guaranteed to cause bleeding (ex:Farrul’s Pounce)

Different applications of bleed are inflicted independently.

Apart from dealing damage, the bleeding state (presence of bleed stacks) can interact with other mechanics (The Golden Rule, Double Strike, Haemophilia).

Damage

Bleed deals physical damage over time.

Potential damage from one bleed application is based on the base physical damage of attack that caused it: 70% per second if the target is standing still (reduced to 10% if an enemy monster applied it). If the target is moving, bleeding deals additional damage equal to twice the base, for a total of 3 times the base damage (210% per second) .

By default, only the strongest (the highest damage-per-second) bleed application will actually deal damage at any given time.

If Crimson Dance is allocated, the potential damage of one stack is 35% of the inflicting attack’s physical damage, regardless of whether the target is moving or not, and the 8 strongest applications will deal damage at any given time. Sustaining all 8 stacks on a target will thus deal an additional 280% of the attack’s average physical damage per second. This effectively quadruples bleed DPS in prolonged fights.

Bleed damage is not reduced by armour, but will be reduced by any other sources of physical mitigation, such as endurance charges or Immortal Call.

Bleed damage can be increased by the Vulnerability hex and, like all damage-over-time effects, the Despair hex.

Dual Wielding while using Cleave or Dual Strike: If both hands cause bleeding, then the bleeding damage from both hands is combined. If only one hand causes bleeding, then only that hand’s bleeding damage will occur.

Double damage from passives or items like Paradoxica does not affect bleed damage. Double damage mechanic only modifies the hit damage, not the base damage – so it does not double ailment damage.

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Criticals

Critical strikes that deal physical damage will not automatically cause bleeding. All physical damage hits must successfully roll chance to bleed to cause bleeding.

Critical Strike Multiplier does not affect Bleed damage, unless player has Perfect Agony keystone.

The damage multiplier for ailments from critical strikes exists independently from the critical strike multiplier used for hits.

A character’s base critical strike multiplier is 150%. This damage multiplier does not function as 50% more damage but as +50% to Damage over Time multiplier, which stacks additively with other sources of Damage over Time Multiplier for Ailments.

There currently exist no modifiers to this stat. However, the Perfect Agony keystone applies a percentage of modifiers to critical strike multiplier to the damage multiplier for ailments from critical strikes.

Duration

The base duration of bleed is 5 seconds. This means that by default and before reductions (see above), an attack that causes bleed will deal an additional 350% (70% for 5 seconds) over its full duration to a target that isn’t moving. If the target is moving for the full duration, this increases to 1050% (350% * 3). If Crimson Dance is allocated, this additional damage decreases to 175% (350% * 0.5) per stack, regardless of whether the target is moving or not.

Separate applications of bleed do not stack cumulatively (unless Crimson Dance is allocated, then it stacks up to 8 times). Each bleed effect remains present on the target until it runs its course, but only the one with the highest damage per second will cause damage at any given moment. For example, assume an enemy is inflicted with bleed for 100 damage per second, then after 2 seconds it is inflicted with bleed for 50 damage per second. The outcome will be 500 damage over 5 seconds followed by 100 damage over 2 seconds.

Modifiers

Damage modifiers

As a damage over time effect, bleed’s damage can be affected positively or negatively by some damage modifiers.

The following modifiers will directly affect the damage of bleed:

  • Damage
  • Physical Damage (including physical damage over time multiplier)
  • Damage over Time
  • Bleeding Damage

Trap, mine, minion or totem damage modifiers will also affect the damage of bleed if it is applied by a trap, a mine, a minion or a totem respectively.

Also, bleed is non-elemental ailment, so Damage from Ailments modifier will also affect the damage of bleed.

Flat Physical Attack Damage modifiers, being count in base attack damage, also affects bleed damage.

Other modifiers of increased/reduced/more/less type affecting hits (attack, melee, ranged, projectile, etc), as well as any damage modifier specific to the skill, do not apply to bleed.

Defensive modifiers

Damage from bleed cannot be affected by mechanics affecting physical damage from hits, such as Armour or Fortify.

To affect incoming damage from bleed, one need to use global (hits and ailments) or ailment damage reduction modifiers.

Also incoming damage from bleed can be affected by affecting attacker’s base physical attack damage, with for example Lori’s Lantern.

Duration modifiers

Bleed’s duration can be affected by following modifiers:

  • Ailment duration
  • Bleeding duration
  • Bleed from Puncture is also affected by Debuff duration

Removal and immunity

  • a flask with the of Staunching suffix removes bleeding when used and grants immunity to it while active
  • Pathfinder’s passive Master Surgeon causes all flasks to remove bleeding when used
  • Death’s Door and Craiceann’s Carapace grant immunity to bleeding
  • Slayer’s passive Endless Hunger grants unaffected by bleeding while leeching
  • The Watcher’s Eye can roll a modifier that grants unaffected by bleeding while affected by Malevolence

Other

  • The Bloodlust Support support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding.
  • The Bloodgrip unique amulet and the The Infinite Pursuit unique boots prevent the extra bleed damage taken by movement.

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