Talk:Primed Flow/@comment-89.116.2.29-20180310224236/@comment-24.185.93.214-20180613030621

Primed Flow gives you slightly fewer ability casts per energy pool than 175% efficiency, but only uses one mod slot and fewer mod points. The only disadvantage is you need more energy orbs or regen to get the casts, which is rarely a problem once you actually start modding yourself. The issues that might appear in sortie still apply to efficiency, and in Rathuum, there's literally energy orbs everywhere, and you don't need to kill anything for them to drop. Just pick them up.

"hA hA i'Ve dOnE tHe mAtH oF oNe siDe oF AN aRguMeNT aND tHeReForE CaN fOrM a vAlID aNd 100% cOrrEcT OpiNiOn" - this "vEteRAn"

175% efficiency gives you *4x* more effective ability casts, and costs *18* mod points and two slots total assuming you're not compensating for a blind rage (in which case it'd be *20*). Then you have a downside, which doesn't need to be countered but if you do, that means another mod slot and more points depending on the mod used. Fleeting Expertice also does absolutely nothing for channeled ability costs (duration affects the efficiency of toggles), meaning for those abilities you really only have 125% efficiency unless you counter it.

Primed Flow gives 3.75x more effective ability casts (100% energy + 275% bonus = 375% previous energy pool) at the cost of 14 mod points and one mod slot, with no downsides to counter.

For 6-8 more mod points, one or two more mod slots, and a loss of duration, you gain an addition quarter ability cost. There's also the loss of synergy with quick thinking but that's been spoken of already.

Now, if you have the capacity to think of a third possibility, Streamline and Primed Flow go together for 23 mod points in two slots, and a total of ~4.9x ability casts, with no downsides with them. Slightly more points than 175% efficiency, with fewer mod slots required, and more ability casts.

TL;DR Do some more math before you spew your BS