| Petrified Blood is a new a new Strength skill gem. It applies a buff that protects the lower half of your life, preventing some of the immediate life loss when damaged by hits and applying the loss over time instead. Your life cannot be raised above low life other than by flasks, and while above low life, skills will cost life as well as mana.
It requires level 24, 58 Str. Tag: Spell. Reservation: 35% mana. Cooldown time: 1.00 sec. Cast time: instant.
In Path of Exile: Ultimatum, GGG changes the low-life threshold to 50%.
Petrified Blood is a new skill option for low-life builds. Only flasks can recover life above 50%. Other life sources only affect the lower half of your life. A portion of incoming hit damage that affects your lower half of life is spread out over time instead of being instant.
Life on hit doesn't work above 50%. Nothing that recovers life other than through flasks will work - to clarify, the examples listed wont' work.
Indigon does work above 50%, as the recovery comes from a Flask.
If you are not on full life, then Agnostic will continuously drain mana even if you are unable to recover life due to Petrified Blood.
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|Arrogance Support||It causes linked skills to reserve life instead of mana. This gem is typically used on Low life builds, that also have a high energy shield as the effective life (ehp) pool.||Level 31||Aura, Support|
|Second Wind Support||Allow the linked skill with a cooldown to store an additional use and gives it increased cooldown recovery speed.||Level 31||Support|
|Enlighten Support||Its sole function is having a mana multiplier less than 100%.||Level 1||Support|
The Juggernaut node Unbreakable says 1.5% of Total Physical Damage prevented from Hits in the past 10 seconds is Regenerated as Life per second. Petrified Blood *prevents* a certain % of life loss below half life. Does physical damage *prevented* via Petrified Blood count towards the regeneration from Unbreakable?
Petrified Blood does not prevent any damage. It prevents losing life.
Does Life Leech stop when current Life reaches maximum attainable value when using Petrified Blood?
That depends on what you mean by "maximum attainable value". Life Leech only stops when unreserved life is filled.
If you reserve less than 50% of max life, then life recovery from non-flask sources (including leech) will no longer be applied to life once you reach 50%, but life leech will not be removed - it's still there giving you recovery, you're just not doing anything with that recovery at the moment. But that isn't the maximum attainable value, because you can use flasks to raise life higher to the point you fill all unreserved life - at which point all life leech is removed.
If you reserve exactly 50% of life, then the point at which the recovery stops applying is also the point at which unreserved life is filled, so life leech will give you recovery, and you'll actually apply that recovery, up until you reach 50% of max life, and then the leech will be removed, so it doesn't matter that you also could no longer apply the recovery it gives.
If you reserve more than 50% of life, then petrified blood doesn't really affect anything at all - leech is removed when unreserved life is filled.
Typically when players create low-life builds, they rely on energy shield to protect themselves against incoming damage. The new skill Petrified Blood enables low life builds to instead use some of their life pool to absorb hits. While it’s active, you can’t recover life above 50% through any method other than flasks. Sources of life recovery like life regeneration and life leech only apply to the bottom half of your life pool. Additionally, a portion of incoming hit damage that affects the lower half of your life pool is spread out over time, rather than being applied instantly.
|Petrified Blood||(-5–0)% of Life loss prevented is lost over 4 seconds||29 Chaos Orb||100|
|Anomalous Petrified Blood||When taking Damage from Hits, +(0–5)% of Life loss below half Life is Prevented
+(0–60)% of Life loss prevented this way is lost over 4 seconds
|70 Chaos Orb||50|
|Divergent Petrified Blood||Skills gain a Base Life Cost equal to (-10–0)% of Base Mana Cost while not on Low Life||1 Exalted Orb||50|
Petrified Blood is now offered to the Marauder, Duelist and Scion for completing Lost in Love, and can be purchased from Clarissa by the Templar.
|The Merciless Labyrinth||Enchantment Petrified Blood Reservation 1||Petrified Blood has 14% reduced Reservation||helmet(50%)|
|The Eternal Labyrinth||Enchantment Petrified Blood Reservation 2||Petrified Blood has 20% reduced Reservation||helmet(50%)|
The numerical magnitudes of the buff are increased by 10%. Assuming a level 20 gem with no quality, this results in a buff that causes 44% of life loss below half to be prevented, 89% of that prevented loss to be lost over 4 seconds, as well as adding base life cost to skills equal to 44% of base mana cost while not on low life.
|Class||Petrified Blood Popularity|
Low life, Low Mana and Low Energy Shield now all count as being on 50% or below. This new threshold is large enough a value that a player could survive for a long time on Low Life with the help of the new Petrified Blood skill. As a result, certain skills, passives and items have been rebalanced to compensate. For example, the Punishment curse’s effect that causes enemies to take more damage while on low life has been reduced in power as it now takes effect for a larger portion of the monster’s life. It has made similar changes to the Assassin’s “Ambush and Assassinate” passive, Infernal Mantle, and Replica Last Resort.
The Blood Magic Support gem has been split into Arrogance Support and Lifetap Support gems, as the lack of a damage multiplier made it a poor choice for primary skills. Now each of these new supports is balanced for the appropriate use case.
There are a small number of new passive clusters on the Passive Skill Tree for generic physical damage, as well as Physical Damage over Time Multiplier to better support the new skills. Certain sources of Bleeding Damage and Damage over time Multiplier for Bleeding have been changed to Physical Damage over Time to let them apply to Corrupted Blood and the new Reap and Exsanguinate skills. These include The Gladiator’s Gratuitous Violence passive and the Ascendant’s Gladiator notable. Not all bleed related passives and modifiers on items have been changed, so a full Bleed invested build and a build using both Bleeding and Corrupted Blood won’t always look the same.
Corrupted Blood now never counts as Bleeding damage, so reductions to bleeding damage taken no longer affect it. The Staunching flask modifier and Pathfinder’s Master Surgeon notable now state that they apply to both Bleeding and Corrupted Blood. Corrupted Blood’s damage has been rebalanced so it is more consistent between sources, so specific monsters that had very high Corrupted Blood damage will no longer be as strong, while others that dealt almost no damage will be dealing a more noticeable amount.
Bladestorm now has a multiplier to Bleeding damage while in Blood Stance, similar to the multiplier on Lacerate, to enable Bleeding builds on the blood themed skill.The Elder-influenced Weapon modifiers that grant a chance for Poisons or Bleeds inflicted with this Weapon to deal 100% more Damage have been removed. In their place, Elder-influenced Weapons can now roll a new Local Poison or Bleed Damage over Time Multiplier modifier. The double damage chance modifiers were too multiplicatively powerful for these builds, providing power that only the modifier granted, so they’ve been changed to an effect that is additive with other Bleed/Poison damage multipliers.
The way skills specify costs has been refactored. Skills now specify what resource they use. Consequently, stats can specify whether they affect all costs/reservations, or some combination. For example, the Righteous Decree notable on the Templar now reduces Mana Costs of Skills, while the Tireless notable affects all skill costs. Some existing passive skills and items have been updated to affect all costs or reservations, but many effects are now resource specific where appropriate, like the Inspiration Support. These changes also open up new possibilities for alternate costs. For example, the Chainbreaker keystone no longer removes rage on Hit, instead adding a small Rage cost to all skills (which would then be affected by skill cost modifiers). This has allowed us to keep Chainbreaker functional with spells while still losing rage when used alongside skills that don’t hit like Damage over Time spells.
As a major benefit of these changes, reservation skills no longer have an associated cost by default, so you don’t need the current mana available to reserve a skill. Even when your mana is completely depleted, you can still enable an aura, making it much easier to swap out auras or turn one on again if you accidentally disabled it.
Because of this, Mine skills now have both a mana cost and mana reservation. This means that both modifiers to costs and reservation both affect their appropriate parts of mine costs, so Indigon no longer provides spell damage without affecting mine costs at all.