- a single piece of knight's/ascalon for the global -2 damage redux
- the rest in gladiator's armour for the energy and +20 vs physical
Now, I see the 'basic' stats of warrior armour being AL80, +10 vs physical. Each set of armour adds an additional bonus as follows:
Ringmail/Chainmail : +10 vs physical
Ascalon/Knight's : -2 damage reduction
Wyvern/Plate : +5 armour
Gladiator's : +7 energy, +10 vs physical
As we can see, the Gladiator's armour has overwhelming bonuses, as not only does it posess the extra energy other classes' +energy armour have, but it gets an extra +10 vs physical thrown in over the ascalon and plate armours too.
As an aside, warrior's collector armour is unique in that it has a bonus above the 'base' stats, but then warriors are also unique in that their helms have bonuses beyond the normal +1 skill that other classes have. A Gladiator's helm for instance has +1 tactics, +1 energy, +20 vs physical, radically better than say a necromancer's Wicked scar with a mere +1 curses.
What I'd like to see regarding the warrior armours is:
- the -2 damage redux of ascalon/knights becoming a local bonus, so you need to wear a full set for total coverage
- the gladiator's +20 vs physical being reduced to +10 in line with the other armours - OR - the other armours (knights, plate etc.) getting +20 vs physical to match Gladiator's, making +20 the 'base', much like ranger armour has a base +30 vs elements.
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Some similar oddities exist among other class armours too:
- the Mesmer's +15AL 'while casting spells' bonus is global, making anything other than gloves unnecessary. Either the bonuses should stack (for +60AL - bear in mind this is the class with Fast Casting, perversly reducing the time this bonus does anything) or the effect should be made local to make a full suit attractive.
- Mesmer and Monk +10 vs physical armours have harsh -energy penalties tied to that flimsy bonus. Gladiator's armour gets an extra +10 vs physical and an energy boost instead of penalty

- Necromancer necrotic/tormentor holy vulnerabily stacks, making the gloves and boots especially unattractive. Perversely, a full suit adds +20 to the damage suffered from even a low level aloe's 'wand' attacks; ironic when being hit for 21 to 22 damage. The vulnerability should either be made local (+5 extra damage when the piece is hit), or capped at a global +5 additional damage for a full suit.
- Monk wanderer armour +5 vs elemental is too low a bonus; the bonus should be +10 to make it attractive vs the other types.
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Currently only warriors have extra bonuses on their helms. It would be nice if the other classes had extra bonuses and 15k versions too.
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That is all.
Peace
