Orb of Power
From Destinypedia, the Destiny wiki
Orbs of Power, formerly Orbs of Light, recharge a player's Super meter, and are released whenever an ally uses a Super. The use of Orbs of Power can be extended via Mods that players equip to Armor. Orbs of Power have physics applied to them, and will be moved by explosions and roll down inclines. Orbs can be picked up by walking over them.
In Destiny, gear sometimes had perks that allowed picking up Orbs of Light to heal allies. Killing a normal enemy yielded one orb, while killing a major enemy yielded four. Ward of Dawn, which is a purely defensive super, generated about two Orbs of Light upon activation; however, the Defender class had other ways to generate Orbs of Light as well. Besides using Supers, Artifacts are also useful for generating orbs of power by other means, such as melee or grenades.
There are multiple ways to generate Orbs of Power in Destiny 2. Besides using a Super, Helmet Armor Mods can be used to generate Orbs through precision kills or rapid kills. Elemental and Kinetic Siphon generate Orbs for kills with their respective element, while Harmonic Siphon allows Orb generation if the weapon's element matches the Subclass in use. Every Subclass also has a fragment that allows Orb generation through various means. Orbs have different power depending on how they were generated, with Super Orbs restoring more energy than Siphon Orbs.
Leg Armor Mods allow Orbs of Power to recharge different abilities, or provide other effects. While not essential to it, Orbs of Power synergize with the Charged with Light family of Combat Style Mods. The Explosive Light Weapon Perk also requires collection of Orbs of Power.
- Weapons of Masterwork quality used to generate Orbs through precision and rapid kills. This feature was removed when The Witch Queen expansion came out, to give space to Origin Perks on weapons, and replaced with Siphon mods.