Talk:Energy Channel/@comment-26235582-20150715095848/@comment-76.173.107.158-20150829214557

Yeah it does.  Its crazy synergy with Redeemer is the only reason to use this mod in most circumstances. (well... either that or playing Trinity...) The downside is that the Redeemer also costs energy per pellet when you channel attacks with it.

Assuming you're using the mods Pressure Point and Spoiled Strike on the Redeemer, the attack will be 2400 damage. When you realize that, +2000 damage doesn't seem so overpowered, but it's still an excellent mod.

Before we go into stacking more damage with elemental mods, I feel the need to say that you'll probably want to use Fury on the Redeemer, ESPECIALLY if you put on Spoiled Strike, because the charge attack will be a bit slow otherwise.

On top of that 4400 damage from a fully charged Energy Channel and Pressure Point/Spoiled Strike, you can tack on elemental mods to bring it quite easily up to 16,280 damage, or 8,880 without any charge in Energy Channel. Obviously this makes the redeemer a fantastic holdout weapon in the melee slot.

If you've been following so far, you'll notice that I've only accounted for 3 +90% elemental mods (the note that says status and crit chance is calculated per pellet is a lie, from testing with Berserker.  It would proc the speed increase nowhere near every other shot on average.  Not worth using on Redeemer atm in my opinion.), leaving 1 slot still open. Which mod should I put in that slot, you ask? Well, it's down to either Finishing Touch to increase the already fantastic ground finishers yet further, (couples excellently with the weapon's capability to AoE ragdoll enemies at close range when it is fired) or Quickening.

Why the heck would I want to use a channeling mod that decreases channeling efficiency by 80% on a melee weapon that already costs 50 energy per channeled shot? Well, it increases the energy cost to 90 per shot, meaning that if you suddenly have a very powerful foe in front of you, and no energy stored via Energy Channel, you can fill it 90% of the way by channeling the shot itself, which is then applied to that same shot. I wouldn't reccomend using this feature often with any frame other than Limbo or Trinity. Seriously. That being said, it's an excellent trick for holdout situations, as it also increases the speed of the charge coming out when you channel, making for an exceedingly fast and powerful impromptu shot for emergencies.