Ranger PvE | Dungeon Sword/Warhorn, Greatsword | Damage Open more than a ziplock bag, dps ranger build

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Summary

This build takes advantage of the combination of Remorseless and Harpy Feathers to have almost 100% opening strike uptime, providing massive dps. At the same time, this builds provides massive team survivability and dps support, as well as even more survivability of the user.


I. Weapons and Skills

Valkyrie Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Vitality: 85
  • Ferocity: 85
Valkyrie Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Vitality: 85
  • Ferocity: 85
Valkyrie Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Vitality: 171
  • Ferocity: 171
  • Weapon Strength: -
Valkyrie Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Vitality: 85
  • Ferocity: 85
Valkyrie Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Vitality: 85
  • Ferocity: 85
  • Mighty Roar3 30
    Pet skills. Give extreme might to nearby allies.
    x5Might: 10 s
  • Slash½
    Slash at your foe, leaving them vulnerable.
    Damage: 129Vulnerability: 5 sRange: 130
  • Bite½ 8
    Bite your foe for heavy damage.
    Damage: 259Range: 130
  • Maul½ 20
    Slash a foe multiple times and make them bleed.
    Damage: 74Range: 130
  • Slash½
    Slash your foe.
    Damage: 202Range: 130
    • Kick¼
      Kick your foe, crippling them for a short time.
      Damage: 202Crippled: 2 sRange: 400Range: 130
    • Pounce¾
      Leap at your foe, striking them. Your pet gains might.
      Damage: 235Might: 5 sRange: 430
  • Hornet Sting½ 8
    Stab your foe, then evade backward.
    Damage: 235Range: 130
    • Monarch's Leap¾
      Leap back into the fight, crippling your foe.
      Damage: 336Crippled: 3 sCombo Finisher: LeapRange: 600
    • 0
      Vulnerability:
  • Serpent's Strike1 15
    Do an evasive roll around your target, striking them and poisoning them.
    Damage: 235x2Poison: 6 s (504 damage)Range: 130
    • 0
      Vulnerability:
    • 0
      Vulnerability:
  • Hunter's Call25
    Call hawks to swarm your foe.
    Damage (16x): 576Range: 1,200
    • 0
      Vulnerability:
    • 0
      Vulnerability:
  • Call of the Wild½ 35
    Grant fury, might, and swiftness to yourself and nearby allies.
    Fury: 15 sx3Might: 15 sSwiftness: 15 sRadius: 600Combo Finisher: BlastRange: 750
    • 0
      Vulnerability:
    • 0
      Vulnerability:
  • Healing Spring ½ 30
    Trap. Create a healing spring that heals you, your pet, and your allies. It also cures conditions on allies.
    Healing: 4,920x6Regeneration: 3 s (2340 health)Radius: 240Duration: 15Combo Field: Water
    • 0
      Vulnerability:
  • "Sick 'Em"40
    Shout. Your pet runs faster and does more damage.
    Duration: 10Range: 3,000
    • 0
      Vulnerability:
  • Quickening Zephyr60
    Survival. You and your pet gain quickness and super speed.
    Quickness: 6 sSuper Speed: 6 s
    • 0
      Vulnerability:
  • Frost Spirit½ 20
    Spirit. Summon a frost spirit that has a 75% chance to grant bonus damage to nearby allies.
    Percent damage increase: 10%Duration: 60
    • Cold Snap20
      Your frost spirit releases a freezing blast of arctic air, chilling nearby foes.
      Chilled: 3 s
  • “Strength of the Pack!”1 60
    Shout. Rampage with your pet, gaining stability, fury, and swiftness. You and your pet also grant might to each other when you attack.
    x3Stability: 3 s (per pulse)Fury: 20 sSwiftness: 20 sDuration: 20
    • 0
      Vulnerability:

Weapon and Skill Details

Sword/Warhorn is simply the best dps: solo, and party. The fury uptime on 5 is amazing for groups, the 4 is excellent for stacking RAO stacks on your pet while dishing out dps, 2 and 3 are the main sources of survivability and finally 1 dishes out the main dps.
Greatsword will be used as the opening weapon. 2 as the first strike will instantly allow your team to dish out 10% more damage on their first hits, and the 5 is a fast way to drop a defiance stack before switching to S/W.
In theory, the meta is based around everyone being able to live forever because of their ability to dodge and the standard healing ability. This is certainly not true, as anyone is aware. Fingers slip, the boss won't get off a players back, or simply someone messes up, but we all know people will lose health and get downed. Healing Spring can heal everyone in your party, as well as cure conditions and grant regeneration. Not only does it practically ensure the lives of your party members, you can use S/W 5 to blast a party wide heal. The minor cooldown on healing spring is simply icing on the cake, and makes it too good to pass up.
Sic' Em and Quickening Zephyr are simply the best dps utility skills on the Ranger.
Frost Spirit gives a party wide 70% chance to deal 10% extra damage. This is also too good to pass up. 7% dps is what it calcs out to.
RAO is simply the best dps ability once again.


II. Traits

Adept Master Grandmaster

Trait Details

Well, I guess this is where I need to type whats been sitting in my mind for the past few weeks.
Let's break this down trait by trait.
MARKSMAN 1: Opening strike
Opening strike is the entire reasoning behind this build. The 5% vuln stacks are amazing team wide 5% damage boost, especially since it does not hinder you at all to use it, such as charge time or non-damaging ability use.
MARKSMAN 2: Steady Focus
10% extra damage when endurance is full is very nice, especially considering the amount of evade time on all of S/W abilities this should be up almost the entire fight, plus the fact that healing spring uptime and the vitality on the armor allows one to take a few hits without dodging.
MARKSMAN 3: Alpha Training
Pets having the ability to have opening strike is amazing too, considering its 100% chance of critting and an extra 5% team wide damage to the opponent through the 5 stacks of vuln.
MARKSMAN 4: Spotter
Although you will not be critting when opening strike is down, your team that will be running zerkers will. Spotter is a nice source of team wide dps. No other marksman trait can fill the spot better.
MARKSMAN 5: Precise Strike
This is the other reason we are taking advantage of multiple opening strikes. Everytime opening strike is gained through our stealth, we will be critting again. Since we will be gaining opening strike so often, bezerker stats can be opt out of. Nearly the same damage will be dealt with the power and ferocity from valkyrie, but the team wide support is irreplaceable.
MARKSMAN 6: Remorseless
This is the bread and butter of this build. Regaining opening strike allows us to gain 100% Crit and apply another 5 stacks of vuln. During mob fights you will be regaining this very quickly, and during boss fights you will be regaining this by using harpy feathers. The harpy feathers can be bought at arca lake from a skritt, and grant stealth on use. Using these during boss fights will regain the opening strike. The feathers have an extremely low cooldown, around 1 second after you use one you can use another.
SKIRMISHING 1: Tail Wind
Useful for skipping. S/W 5 then swapping to GS for 4 will allow you a very long swiftness uptime.
SKIRMISHING 2: Companion's might
Granting might to your pet on critical hit increases your pet's damage even further. Combined with Sic' Em, your pets will be doing massive amounts of damage. This will be activated every time you use an opening strike because of its 100% crit.
SKIRMISHING 3: This will activate when swapping from GS to S/W in the beginning of the fight and will increase your dps on the few hits that are not opening strike.
SKIRMISHING 4: Your pet will have opening strike crits, fury, and ability crits during the fight that will be doing 30% extra damage from this trait. Jaguar gain critical chance when stealthed but do not gain opening strike.
NATURE MAGIC 1: Rejuvenation
Not a bad source of survivability, another reason you can keep the extra 10% damage from not dodging.
NATURE MAGIC 2: this will increase the benefit of the frost spirit from 3.5% party-wide damage increase to 7%, as well as allow it to survive the stray aoe and mob that may hit it. The only reason Frost Spirit is taken is because of this trait.
NATURE MAGIC 3: Helps with fury uptime on pet from Furious Grip (SKIRMISHING 3) and helps pet survive with Rejuvenation (NATURE MAGIC 1)
NATURE MAGIC 4: Strength of Spirit
This is another major reason to take Valkyrie over Berzerker. The 7% vital to power will be much more beneficial than precision that will never be used because of the almost permanent 100% crit chance. This comes out to a 128.5 power increase with full exo gear, no ascended armor or trinkets

 

 


III. Stat Specifics & Effects

Primary Stats

  • Health 26702 (+10780)
  • Vitality 1994 (+1078)
  • Armor 1980 (+0)
  • Toughness 916 (+0)
  • Attack 4053 (+2187)
  • Power 3055 (+2139)
  • Critical Hit 11% (+11%)
  • Precision 1137 (+221)

Secondary Stats

  • Boon Duration 20% (+20%)
  • Condition Duration 30% (+30%)
  • Critical Damage 84% (+84%)
  • Damage 998 (+5%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 1269 (+1269)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Sweet and Spicy Butternut Squash Soup
Duration: 1hr
Power: 100
Ferocity: 70
Experience from Kills: 10%
  • (1hr)
  • Power: 100
  • Ferocity: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Valkyrie Emblazoned Helm
  • Defense: 97
  • Power: 60
  • Vitality: 43
  • Ferocity: 43
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Valkyrie Emblazoned Shoulders
  • Defense: 97
  • Power: 45
  • Vitality: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Valkyrie Emblazoned Coat
  • Defense: 338
  • Power: 134
  • Vitality: 96
  • Ferocity: 96
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Valkyrie Emblazoned Gloves
  • Defense: 157
  • Power: 45
  • Vitality: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Valkyrie Emblazoned Pants
  • Defense: 218
  • Power: 90
  • Vitality: 64
  • Ferocity: 64
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Valkyrie Emblazoned Boots
  • Defense: 157
  • Power: 45
  • Vitality: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Armor Stat Totals

  • Defense 1064
  • Power 594
  • Ferocity 399
  • Vitality 299

Rune Bonuses

Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Accessories & Jewels

Valkyrie Amulet
  • Power: 120
  • Vitality: 85
  • Ferocity: 85
Valkyrie Jewel
  • Power: 25
  • Ferocity: 15
  • Vitality: 15
Berserker's Back
  • Power: 30
  • Precision: 21
  • Ferocity: 21
(Infused)
Valkyrie Jewel
  • Power: 25
  • Ferocity: 15
  • Vitality: 15
Valkyrie Ring
  • Power: 90
  • Vitality: 64
  • Ferocity: 64
(Infused)
Valkyrie Jewel
  • Power: 25
  • Ferocity: 15
  • Vitality: 15
Valkyrie Ring
  • Power: 90
  • Vitality: 64
  • Ferocity: 64
(Infused)
Valkyrie Jewel
  • Power: 25
  • Ferocity: 15
  • Vitality: 15
Valkyrie Earring
  • Power: 75
  • Vitality: 53
  • Ferocity: 53
Valkyrie Jewel
  • Power: 25
  • Ferocity: 15
  • Vitality: 15
Valkyrie Earring
  • Power: 75
  • Vitality: 53
  • Ferocity: 53
Valkyrie Jewel
  • Power: 25
  • Ferocity: 15
  • Vitality: 15

Accessory Totals

  • Power:630
  • Vitality:409
  • Ferocity:430
  • Precision:21

Weapon Set Sigils

Valkyrie Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Vitality: 85
  • Ferocity: 85
Valkyrie Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Vitality: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.
Superior Sigil of the Night
Outgoing damage is increased by 10% at night.

Weapon Set I

Sigil of Superior Force

+5% damage.

Superior Sigil of the Night

Outgoing damage is increased by 10% at night.

Valkyrie Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Vitality: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Force
+5% damage.
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Weapon Set II

Sigil of Superior Force

+5% damage.

Valkyrie Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Vitality: 85
  • Ferocity: 85
Valkyrie Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Vitality: 85
  • Ferocity: 85

Water Weapon I

Water Weapon II

Upgrade Item Details

Valkyrie is better than Berzerker because of the almost 100% crit uptime from the opening strike. Valkyrie will allow you to survive longer without dodging, to take advantage of the 10% damage boost from having full endurance, as well as being able to take advantage of Strength of Spirit (NATURE MAGIC 4). Strength of Spirit turns 7% of vital into power, which amounts to 128.5 power increase with full exotic items, no ascended armor, weapons or trinkets. Using ascended or legendary items will only increase that number higher. Scholar runes are still the best because of the power and ferocity as well as the above 90% health which can be obtained through the frequent heals and regenerations, as well the the 3 built in evades in S/W. Sigil of Force is the go-to sigil, as 5% damage boost is amazing, and Sigil of Night is the standard dungeon sigil because most dungeons take place during night time. Sigil of Superior Air will help burst down the enemy extremely fast, since every fight will be opened with GS 2, including trash mobs.


V. Basic Gameplay

The build revolves entirely around the fact that the consumable Harpy Feathers can be used to gain stealth, even during combat. Using these during combat allows you to gain opening strike which will have 100% crit chance and inflict 5 stacks of vuln. The cooldown is around 1 second so it will have very close to 100% up time on opening strike. This build allows the user to dish out similar if not more damage than the zerker build while still providing support to the party through frost spirit, frequent healing springs, and frequent vulnerability stacks on the enemies.
Harpy Feathers can be obtained by talking to the skritt on the north bridge after the event on the north-west side of Hirathi Hinderlands on the area called Arca Lake.

 

A Valkyrie Longbow should always be accessible in the inventory for times such as the beginning of every AC path and the beginning of the Grawl fractal. Longbow 4 can help its dps stay fairly high by stealthing you without using Harpy Feathers.

 


Main Skill Rotation

Frost Spirit½ 20
Spirit. Summon a frost spirit that has a 75% chance to grant bonus damage to nearby allies.
Percent damage increase: 10%Duration: 60
“Strength of the Pack!”1 60
Shout. Rampage with your pet, gaining stability, fury, and swiftness. You and your pet also grant might to each other when you attack.
x3Stability: 3 s (per pulse)Fury: 20 sSwiftness: 20 sDuration: 20
Maul¾ 6
Bleed your foe multiple times with a mauling strike.
Damage: 296x3Vulnerability: 8 sRange: 150
Hunter's Call25
Call hawks to swarm your foe.
Damage (16x): 576Range: 1,200
Call of the Wild½ 35
Grant fury, might, and swiftness to yourself and nearby allies.
Fury: 15 sx3Might: 15 sSwiftness: 15 sRadius: 600Combo Finisher: BlastRange: 750
Slash½
Slash your foe.
Damage: 202Range: 130

make sure to use harpy feathers after this beginning combo whenever you can to regain opening strike. If the team needs a heal, cast healing spring then blast it with S/W 5, Call of the Wild.


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