Frost Bomb - pulse speed, duration, short or long fuse

Frost Bomb can apply a massive amount of exposure through additional pulses and it can be scaled with increased exposure effect.
https://www.poe2wiki.net/wiki/Frost_Bomb
https://youtu.be/zcoqyjEHalA

Q: Can we modify a) the pulse speed (to make it apply faster) or b) number of pulses (to scale even higher)?

Prolonged duration support does not change the number of animated pulses (is it fixed per cast?).

The game suggests short fuse and long fuse support gems. I'm short on support gems so didn't test this on my own. Do those support gems affect the number of pulses?
Last bumped on Sep 7, 2025, 1:40:33 PM
Someone might have actual numbers, had a look and couldn't find any, interested in this as i've been testing it.


So there's no "x pulses" on sheets, short/long change the detonation time respectively, no other stats change when socketing either on the sheet. Visually short fuse looks to pulse 1-2 times before detonation, with long fuse taking longer per pulse (with what seems to be the same number of pulses as base).


At a guess, short fuse is putting the detonation time to low for all pulses to occur in the span of time, either due to server tick rate or internal cooldown. Would need further testing to see if short still applies the full exposure amount.
Last edited by gr0o0ve#1473 on Sep 7, 2025, 9:24:34 AM
I've bought a few support gems and tested the following supports on white mobs (rares and bosses have reduced effect of exposure).

Baseline (no support)
Detonation time is 4s and I count 11 pulses, although the last one is probably just the explosion, not a pulse. That makes the initial pulse (20% exposure) and 9 small pulses (2% each) accumulating to 38%. Casting another Frost Bomb will increase the exposure even further (cooldown reduction is useful). For me the maximum is 50+2=52%, because I've added a bit of gem quality already.

Short Fuse II
Detonation time is 0.8s and only two pulses occur: 20+2=22% exposure. Thats crap for the exposure purpose.

Long Fuse II
Detonation time is 6.8s and I count 14 pulses resulting in 20+2*13=46% exposure. The pulsing starts slower, it feels awefully slow and now I can cancel the bomb by casting another one before the first one detonated. Looks better on paper than it plays.

Prolonged Duration
Does NOT affect the detonation time, thats why I've seen the exact same number of pulses, thus same exposure. It will affect the exposure duration (once applied), though. Although not explicitely tested, I guess the same goes for shorter duration supports.

Conclusions
Increased effect of exposure does scale both the immediate exposure applied and the maximum => potent exposure support is very strong.
Cooldown Recovery II support allows you to apply the maximum exposure faster using two subsequent casts.
Duration has no effect on the pulses and consequently does not scale exposure.

The combination of second wind and overabundance (increased limit) may give you max exposure as fast as possible. Personally I like increased area for fast moving bosses and thats it.
Interesting info, cheers. Prolonged just increases the exposure time, so compressed reduces it. I guess mag area with the supports you mention are the idea, i am looking at a darts build and just using fb as the freeze/exposure component.
Honestly I just run it on overabundance+area+echo+exposure, goes up to like 60-69% on white mobs. Extra area is good so that mobs won't run away and double orb stacks faster but that might be just personal feeling, I have echo mainly for more area.

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