The PvXwiki community finds this to be an excellent build.
Through the PvX vetting system, it has reached an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.
This build has been designed for the following use:
Solo farm the entire Gates of Kryta mission in normal mode for bones, dust, various other materials, gold, runes, insignias, weapon upgrades, dye, Decayed Orr Emblems (which become much more valuable during some special events), and to counteract the anti-farming code by completing the mission.
While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)
For 72..90 seconds, your movement and attack speeds are increased by 10..15%. If you are drunk while activating this Skill, your movement and attack speeds are increased by 25..33% instead.
All foes in the area are struck for 55..80 holy damage. The location of hidden objects are briefly indicated on your Compass. Any hidden objects in the area are revealed.
All adjacent foes take 5..25..32 holy damage. For 30 seconds, your attacks deal holy damage. When this Enchantment ends, all adjacent foes are set on fire for 2..4..5 seconds.
If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.
For 15 seconds, target ally gains +7 Health regeneration.
5
1
10
(Protection to 10, healing to 8)
Template Codes (RoJ)
Assassin: OwNj4wP84M+MAAAwlQ9vrrkNNA
Dervish: OgOj4wPM7M+MAAAwlQ9vrrkNNA
Elementalist: OgNDwjzPP+MAAAwlQ9vrrkNN
Mesmer: OQNDAjzPP+MAAAwlQ9vrrkNN
Monk: OwAT44HDnxnBAAAuEq/ddlspBA
Necromancer: OANDYjzPP+MAAAwlQ9vrrkNN
Paragon: OQOC48zjPz67So+31VymWeA (filled in optionals)
Ranger: OgMC48zjPDAAAcJU/76KZTD
Ritualist: OAOj4wPM5M+MAAAwlQ9vrrkNNA
Warrior: OQMT44HXnxnZ9dJU/VydNAIPAA (minor differences and filled in optionals)
Equipment
Max armor, any insignias works, although radiant are ideal.
Superior Smiting and Superior Protection if monk primary.
Primary attribute superior rune if Assassin, Dervish, Elementalist, Mesmer, or Necromancer.
Customized Holy Damage staff with 20% enchanting (Chaelse's Staff or a generic Smiting Staff works great).
Zealous Scythe, Sword, or Axe of Enchanting for Paragons, Warriors, and Rangers to help with energy.
Usage
There are two ways to complete this farm, either clearing all the undead, or only the large mob behind the house and bug through the gate to finish the mission. Each way is profitable and allows you to complete the mission.
As you enter the mission, follow the main path until you reach the house on your left. Walk to the very corner of the front yard opposite the house. You should see undead spawn in the valley below you when done correctly. This makes the large mob double in size.
Go behind the house, through the opening in the house's front fence, and down the path. Do not talk to Oink as he will follow you through a large part of the mission and interfere with your ability to clump enemies.
Kill the first set of monsters which will then cause a wave of monsters to spawn and come to your location.
Alternate between Shielding hands and Shield of Absorption for protection. Use dismiss condition often for heals.
If using RoJ, attempt to clump enemies together by making ranged enemies follow you until they are all touching, and then bring melee enemies to them.
If using SoJ, aggro as many monsters as possible and make sure they all have a clear path to hit you with attacks. Aggroing as much as possible will make the most out of SoJ and is a good way to deal with its downtime.
To complete the mission quickly, walk down the path which is blocked by a tree and fence. Stand about 15' from the tree and perpendicular to the fence, then click the middle of the tree directly below the horizontal wooden beam which protrudes above the path connected to the fence. It will probably take a few tries and readjustments before learning how to do this. If your character gets stuck, type /stuck, then proceed through the gate to the other side. Sometimes it will appear that your character has made it through when really you just got stuck. You can ensure that this is not the case by walking into the swamp water, which will inflict poison on you if you did indeed surpass the fence.
To farm the entire mission, continue down the path opposite the direction of the fence and tree. Go for huge aggros and speed. Focus on undead, aggro minimal beach critters and don't go down the river toward the bonus chest, this build's prot is not meant to withstand heavy lightning strikes.
Counters
Not keeping up one of your protection enchantments, and not healing often enough.
Dazed. The boss Sayad the Bloodless uses Concussion Shot. If he spawns, it may be best to avoid him or let the friendly NPC's become his target first. Try to cast RoJ on the creatures in his mob before you aggro them. If you get dazed and you do not have a condition removal signet, it is best to run away.
Notes
Make sure you have a lot of room in your inventory bags. Bring an expert salvage kit to salvage white weapons and white salvage items to condense your inventory and for materials. As long as you complete the mission, it is also possible to collect items which you left behind due to the unclaimed items box which appears after missions.
The run on average can bring in about 3-5k, and can allow you to stock up on decayed orr emblems for the case in which they become an event collector item.
It is possible that completing missions works against the Anti-Farm Code, so completing this run could actually make future farms anywhere in Guild Wars more profitable.
Probably best left to Caster professions due to their full 4 pips of energy regeneration.