The Charged with Light Mod "Energy Converter" is one of my favorite mods because I can get nearly half my entire super if I use it with 5 stacks of 'Charged With Light'. This works for all supers in the game, but I noticed something strange when using this mod with Void Titans, specifically all 3 trees (except Ward of Dawn).
When you throw your grenade in any sort of roaming super (i.e. Hammer of Sol, Flaming Maul, Dawnblade) with less than half energy remaining, you lose all stacks of charged with light. So you need to remember not to throw your grenade, as you will lose your stacks, and won't get the benefit of replenishing your super energy. So you would wait to throw your grenade after it finishes and get that benefit.
However, when using the various Sentinel Shields of the Void Titan, I noticed that even though I cannot throw my normal grenade, the [i]shield throw[/i] seems to be considered by the game as a grenade! Even though it's part of the alternate attack for the super specifically, using the shield throw with less than half super energy means you lose the benefit of this mod as well!
I tested this with all 3 version of Sentinel Shield, and this was constant with all 3. I tested with and without the exotic 'Doom Fang Pauldron' to see if that affected anything, but the results were the same. I tested again after with Hammer of Sol and Dawnblade, and the only time I lost the benefit of 'Energy Converter' was if I threw my normal grenade mid-super.
I am not sure if this is a bug or an oversight in the game's code, but it doesn't seem intentional. It this thread gains enough traction, Bungie might investigate. But this is just my experience. My testing was pretty basic, so if anyone else has noticed this and done their own testing, let me know so Bungie can notice!
I've been rambling on for quite some time now, but thank you for taking the time to read my thread!
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The shield throw has always been coded as a grenade; ability regen effects such as mayhem or grenadier greatly increase the recharge rate.