Energy-specific orb generation mods are a bad idea - here's a better and much simpler one
I understand that removing orb generation from masterworked weapons opens up space to add new interesting stuff, but this way of implementing orb generation as an armor mod doesn't really work, especially if these mods will require you to change armor affinity to place them.
Better idea would be to make 3 mods instead of 5 - Primary, Special and Heavy orb generators.
Yes, you can't have all 3, but this way you won't be restricting what weapons you can use and switching between a void and an ark primary won't force you to swap mods (or even worse - swap your helmet's affinity)
Even better idea would be to place these mods on your Ghost. Right now the only thing one may be running on Ghost is XP boost until you reach GM cap along with armorer mod. Seeing as 12% XP boost is gone next season, this frees some energy to put a 1 / 2 / 3 energy mod to make Primary / Special / Heavy create orbs.
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