Doesn't siphon mods acomplish the same thing, while freeing up a perk slot for damage or utility ?
What am I missing ?
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#destiny2
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What rrrhino said. On-hit is king, and you can just flatly generate more orbs than one siphon mod using the perk. (and if you are stacking siphon mods, you're giving up ammo gen mods.)
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On hit is preferred over on kill in harder content. Rapid weapon kills can be difficult depending on the weapon. A common place where this is useful is with facet of purpose in a prismatic build. This means you can drop an orb for something like woven mail which then allows you to start being slightly more aggressive, in the case of strand Titan it increases your melee regen if you have into the fray.
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It stacks with siphon mods. So you can make double the amount. You can use the orbs to heal, recharge abilities etc. allows you to play more mobile in harder content because you are picking up orbs getting health etc.
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Because having nonstop armor charges from picking up orbs gives you healing/overshields depending on your subclass, and activates your weapon surges and font mods for boosts in grenade stat, weapon stat, etc.
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I use it on prismatic. I use a bunch of font mods on all my armor. On my warlock build picking up 1 orb gives me restoration, increased ability regen on pretty much all my abilities and super, increased weapon damage with surges, or take out surges for reduced ability cooldowns on orb pickup. Plus my warlock uses spirit of star eater so I get a huge super on top of my fonts giving me 200 super.
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On mythic, siphon don't do much. To create orbs, reaper and attrition orbs are way to go.
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Siphon mods require multiple kills of an element. Attrition Orbs requires hits on literally anything. So yes, you're missing the entire picture I'd say.