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Build:Any/Mo Gates of Kryta NM Farmer

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This build is provisionally vetted Good pending more votes.

Through the PvX vetting system, it has reached an overall Rating in the range from 3.75 to < 4.75. The provisional rating is Good. If you have experience with this build, please rate it.

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.

Attributes and Skills

Template code

Any profession

  • Optional Optional 1:
    • Shield of Judgment Shield of Judgment
    • Ray of Judgment Ray of Judgment - If SoJ is not available.
  • Optional Optional 2 & 3:
    • "I Am Unstoppable!" "I Am Unstoppable!"
    • Air of Superiority Air of Superiority
    • Balthazar's Aura Balthazar's Aura
    • Balthazar's Spirit Balthazar's Spirit (must for Paragons, Warriors, and Rangers)
    • Castigation Signet Castigation Signet
    • Drunken Master Drunken Master
    • Kirin's Wrath Kirin's Wrath
    • Light of Deldrimor Light of Deldrimor
    • Spear of Light Spear of Light
    • Symbol of Wrath Symbol of Wrath
    • Zealot's Fire Zealot's Fire (minor AoE damage, but good primer for Dismiss Condition Dismiss Condition)


  • Optional Optional 2 & 3:
    • Shroud of Distress Shroud of Distress
    • Way of the Master Way of the Master (critical staff, e-management, and primer for Dismiss Condition)


  • Optional Optional 2 & 3:
    • Aura of Holy Might Aura of Holy Might (Kurzick)
    • Heart of Holy Flame Heart of Holy Flame
    • Banishing Strike Banishing Strike


  • Optional Optional 2 & 3:
    • Arcane Echo Arcane Echo


  • Optional Optional 2 & 3:
    • Necrosis Necrosis (requires primer condition or hex, better on necros due to soul reaping)
    • Plague Sending Plague Sending (especially deadly with Deep Wound)


  • Optional Optional 2 & 3:
    • Remedy Signet Remedy Signet
    • Holy Spear Holy Spear


  • Optional Optional 2 & 3:
    • Antidote Signet Antidote Signet


  • Optional Optional 2 & 3:
    • Vampirism Vampirism


  • Optional Optional 2 & 3:
    • Healing Signet Healing Signet

Major Variants

  • Optional Optional 2 & 3:
    • Healing Breeze Healing Breeze (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)

Template Codes (Shield of Judgment)

  • Monk: OwcT44XCT6uygg6jmEucCSeAgAA


  • 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.


  • There are two ways to complete this farm, either clearing all the undead in the mission, or only the large mob behind the house. 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. Trick: 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. Heal often.
  • 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 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.
  • It is possible to glitch through the gate behind the house to complete the mission faster, but doing so is against Guild Wars' terms of service.


  • 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.


  • 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.


See also