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Levelling and Paragon: the Pit is not the answer any more

For most of this game's life, the answer to "where do I get experience" was the Pit. In Season 14 it is the worst option on the table, by a wide margin, and the thing that replaced it is an activity you are already sitting in.

Last checked against current sources on 13 August 2026.

What changed, and why it caught people out

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 If your levelling routine came from a guide written before this season, it is not slightly out of date, it is inverted.

Maxroll's current experience comparison. Read the units carefully, see the note below.
ActivityExperience
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
Be careful with that top row The Hellwyrm figure is quoted per wyrm killed, not per minute, so it is not directly comparable to the two rows at the bottom. What is not in dispute is the ranking: Maxroll states plainly that the Pit is now the least efficient experience per minute in the game. How far ahead Hellwyrm hunting lands depends entirely on how many wyrms an hour you can actually find, which is the part the next section is about.

Hellwyrm hunting, step by step

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.

  1. Take the two Helltide War Plan nodes first. Hellmouth makes Hellwyrms produce something extra every time they surface, and Writhe and Rot forces that output to be only Maggots rather than splitting between Chaos Rifts, Bloodseekers and Maggots. Maggots drop Experience Orbs. That node is what turns a wyrm into 30 million experience.
  2. Get to Threat level 2 and stay there. Wyrms spawn far more often once you are at threat level 2 or above, so everything else is in service of holding that state.
  3. Raise Threat by opening chests, not by grinding trash. Chests push the meter up without the side effects.
  4. Avoid unnecessary kills once you are up there, so you hold the high Threat level for longer instead of burning through it.
  5. Go to the wyrms rather than waiting for them. A Helltide map tool is worth having open on a second screen; the wyrms have known surfacing points and crossing the zone for one is worth more than clearing what is in front of you.
This fights with cinder farming, and that is fine Steps 3 and 4 are the opposite of how you play a Helltide when you are farming Aberrant Cinders, which wants you killing everything that moves. These are two different sessions with two different goals, and trying to do both at once does neither well. Decide which one this hour is before you zone in.

Paragon 300 is further away than it looks

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:

  • At Paragon 240, you have earned 13.03% of the experience needed for 300.
  • At Paragon 279, you have earned 49.7%. You are barely halfway with 21 levels left.

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.

If you only do one thing

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.