Bonus Armor Powers Edit
In this guide, it is emphatically stated that one should not use defensive armor powers (Tech Armor, Fortification, Barrier and Defense Matrix) but beyond stating that increased cooldowns are bad and that the engineer shouldn't be hit much, the argument falls short. In addition, it states that quick restoration of shields is a weakness of the Engineer, yet one of these powers (Defense Matrix) does exactly that. Here is why Defense Matrix is actually a decent choice:
1) Power Synergy: With this adaptation, all of your Tech Powers do 25% more damage.
2) Increased Cooldown effect: To test the effect of the increased CDs, I chose Defense Matrix for my Engineer and checked its effect when active and inactive. While your build may have a different combination of CD bonuses, my Incinerate power had a CD of 2.22s without DM and a CD of 2.42s with it active.
3) Damage Reduction and Shield Restore: When active, this power will reduce all incoming damage and restore part of your missing shields. With the way I chose to develop it, I get: 15% reduced damage, 25% more damage, 30% increased Cooldowns and an optional 100% shield restore.
So in summation, if you can stand waiting .2s longer for your Incinerate to come off cooldown, you get nothing but huge bonuses. It's a worthwhile choice even if you only consider the balance of cooldown increase to damage increase. After that, the damage reduction and shield restore are just icing on yummy, yummy cake.
It should also be noted that Fortification and Barrier provide a damage bonus to all powers (not just Tech), so if you prefer a damaging nova or more melee damage to a shield restore, those power provide the exact same additional benefits and drawbacks.--Rtrnofdmax 18:52, April 12, 2012 (UTC)
No one commented so I am going to update the guide with my opinions.--Rtrnofdmax 18:07, April 16, 2012 (UTC)