Ravenous Earth

So I’ve been using ravenous earth and I have something of a complaint. It has a three second cool down but then when you cast it, it takes almost two seconds to activate. So the cool down is essentially 5 seconds. Could you change it so it starts spewing the aoe poison as soon as you cast it? Or make the cool down shorter. I like the skill but more often than not everything is dead before it even procs and with ranged builds having to kite the enemy you are trying to hit can sometimes move out of the AoE before it even procs.

I was just testing this to see how bad it is. It seems more like it takes 1 second from cast until it starts casting. If you cast exactly when the recharge is up, it’ll start casting almost exactly when the old one stops.

Personally, I’d rather have the duration and recharge time increased by at least 1 second, or at least the duration, which would make it less work trying to keep it going.

There is a MI dagger, that adds +2 seconds duration to Ravenous Earth. Also, there is a MI medal that reduces its CD. Considering you’ll use off-hand for another 19% CD reduction, you can actually have 3 Ravenous Earth active all the time with those.
It’s intended that you’ll use those items, if you plan to build around Ravenous Earth.

IMHO it can recieve a slightly buff, dmg reduction is nice but the proc now is much weak, only good for clearing some trash.

Because its very good in Crucible already it wont get buffed

I wasn’t asking for a buff. Just that the damage starts as soon as you cast it and maybe extend the range of it slightly.

I don’t think there is anything wrong with the skill. It takes roughly a second to spawn and you should be able to predict where enemies will be in a second. akin to the fissure devotion proc, though it doesn’t do a huge amount to bosses, if you place it correctly boss emenies will be hit than more than one projectile so actually the damage is very nice if you know what you’re doing. Obviously CC is were it is strongest.

My only criticism would be you can’t have multiple of them which is annoying if you have good cool down reduction and/or the MI that increases its duration. It would be nice to have more than one at at time to keep a constant spray going.

A lot of builds only take it for the 12/12 Decay damage reduction - in which case it only needs to be cast every four seconds in a long fight. I found Chaos Strike to be helpful in serving as a four second timer for this. For melee-range aether builds I also bind Arcane Bomb to Chaos Strike. Arcane Bomb also has a four second duration and happens to get 100% proc rate from Chaos Strike. The localised range of Chaos Strike also allows you to precisely place where you want Arcane Bomb. And since it’s often the first skill I use on a group of enemies, it minimises the chance that the bomb will arm too late. So this setup is really synergistic.

That said, increasing the startup animation speed for RE would be a nice QoL improvement.