Last checked against current sources on 13 August 2026.
The shift
Pit farming was the received wisdom for so long that it stopped being questioned. Run a tier you can clear in about 90 seconds, reset, repeat. It was reliable, it was measurable, and it worked.
Season 14 broke that, not by nerfing the Pit but by handing Helltides an experience source that scales with a War Plan node. The result is that the Pit now sits at the bottom of Maxroll's experience per minute table rather than the top. If your levelling routine came from a guide written before this season, it is not slightly out of date, it is inverted.
| Activity | Experience |
|---|---|
| Helltide Hellwyrm hunting | Around 30.9 million per wyrm, with the Writhe and Rot node taken |
| Surging Ruptures | Around 10.7 million |
| Nightmare Dungeons, Torment 12 | Around 5 million per minute |
| The Pit, tier 100 in 90 seconds | Around 3.6 million per minute |
The method
The whole method is about spawn frequency. A Hellwyrm is worth a great deal, so the only question that matters is how often one surfaces, and that is controlled by the Helltide Threat level.
The curve
This is the number that reframes the whole season, and almost nobody quotes it. Getting to Paragon 300 takes roughly 58.2 billion experience in total, and that total is savagely back loaded:
Read that twice. Four fifths of the level numbers get you an eighth of the way. The last twenty odd levels are half the entire grind.
Two practical conclusions follow. First, an efficiency difference that looks academic at Paragon 150 is the difference between finishing and not finishing in the last stretch, which is why the Pit versus Helltide question is worth caring about at all. Second, if Paragon 300 is not a goal you actually hold, stop optimising for it: the levels that make your character meaningfully stronger are mostly behind you well before then, and the remaining time is better spent on gear that changes what your build does.
Practical order
Take Hellmouth, then Writhe and Rot, before you spend a point anywhere else in War Plans. Nothing else in the system compares, and levelling faster raises the Torment tier you can hold, which raises the Activity Experience every other tree earns, which makes the whole board cheaper to fill. It is the one genuinely compounding decision in the season.
After that, run Helltides with the Threat mechanic worked deliberately rather than incidentally, and let Ruptures and Superior Lair Keys accumulate from the same hours, because they will whether you plan it or not. The Season 14 Farming Ledger keeps the running list of what you have and have not set up.