📊 How We Rank (XP Reality Check)
What matters most:
- Mob density & respawn (continuous pulls > big empty runs)
- Downtime (travel/looting/rez time kills XP)
- Event overlap (stackable timers = free value)
- Risk vs consistency (no deaths; safe gearing; repeatable)
- Scalability (works for fresh gear and scales when you’re stronger)
Rule of thumb: If you’re drinking >2 potions per elite, you’re not under-leveled; your engine is underbuilt. Prioritize Fleetfoot → Field Rations → Basic Mastery and Weapon → Chest Empowerments before chasing damage nodes.
🏃 Solo XP Tier List (Top 10 Spots)
1) 🔺 Hub Triangle: Event → Cache → Cache (S-Tier)
Why it’s nuts: Minimal travel, guaranteed ticks of XP/dust/mats, safe for any spec.
Where: Any busy hub. Favorites: Emberwatch (south rise), Gloomvault Ridge, Starforge Causeway.
Route: Start at the hub → tag the nearest Event → peel to Cache A → arc to Cache B → vendor → repeat a nearby event if it pops.
Class notes:
- Guardian: pull 2 packs, Block → punish; stun funnel.
- Archer: kite in circles; roll → light → light → burst loop.
- Battle Mage: dash-through → turn → detonate on clusters.
- When to skip: If events are dead (midnight lull), pivot to #2 or #4.
2) 🧊 D2: Shiverchasm Speed Clear (S-Tier – extends to A)
Why: Short path, learnable boss windows, easy to repeat.
Flow: Edit route to skip low-density rooms; sprint to elites/boss → clean burn → reset.
Keys: Use Whetstone only on boss expose. If time-to-kill is long, you need Chest Empowerment or Starmap sustain, not more damage nodes.
Solo tip: Practice 10 reps of “dodge, light, light, burst” (Archer) or block → single punish (Guardian).
3) 🗝️ Cache Ring (A-Tier)
Why: Predictable, low risk, constant movement XP.
Where: A 3–4 chest loop around Old Road → Fallen Spires → Cliffside.
Flow: Always move downhill between chests; fight only packs that block you.
Notes: Pairs perfectly with Quick Study Starmap node later in the week.
4) 🕳️ Elite Dens: Hollowfall Tunnels (A-Tier)
Why: High density, fast respawn, controlled pulls.
Flow: Always keep line-of-sight anchor; break packs into 2-3 pulls.
Guardian: funnel to a choke; Block cadence = everything.
Archer/Mage: Do not commit burst until after the elite’s big telegraph.
5) 🛡️ Public Defense Events (A-Tier)
Why: Great XP per minute if you catch a wave early.
How: Park by the first banner, tag every wave, and kite in a wide oval.
Solo trap: Don’t over-greed ranged elites; safe tags beat hero plays.
6) 🌫️ D3: Gloomvault Corner Route (A-Tier)
Why: Slightly longer than D2, but better burst windows and add waves.
Flow: Spread on rot → collapse for burn → triple volley is your window.
Tip: If trash is drinking your potions, you’re under-sustained; craft Chest.
7) 🌪️ Rift Tears (B+-Tier, event-dependent)
Why: Spiky XP when active; otherwise nothing.
How: Farm tears only when two are within ~90 seconds of each other.
Note: Don’t chase across the map; protect your loop.
8) 🔥 Emberwatch Outskirts Patrol (B+-Tier)
Why: Good density with short travel, especially at peak hours.
Route: Bridge → watchtower → quarry → back to bridge.
Solo tip: Pull to flags/rocks to avoid ranged scatter.
9) 🦴 Beast Warrens (B-Tier, gear-sensitive)
Why: Huge XP if you can avoid chain hits from fast mobs.
Flow: Pull in crescents; don’t be inside the pack as Mage.
Skip: If you’re drinking 3+ pots per pull.
10) 📜 Bounty Board “Contracts” (B-Tier utility)
Why: Decent XP + mats + gold with a fixed path.
How: Stack 2–3 contracts that live on your patrol route; cash out after your triangle loop.

🧑🤝🧑 Group XP Tier List (Duo/Trio – Top 10 Spots)
1) ⚙️ D4: Starforge Depths Speed Chain (S-Tier)
Why: Best balance of density, boss uptime, and reset time for 2–3 players.
Roles:
- Guardian: call “heavy next,” hold pulls, stun funnel.
- Archer: schedule burst after Guardian’s heavy.
- Mage: detonate after the big telegraph—no early pops.
- Loop: D4 → vendor → triangle (if it’s hot) → D4. Repeat.
2) 👑 D5: Crown of Embers Boss Train (S-Tier for prepared duos)
Why: Top-end XP with crisp window timing.
Rules: Bait slam → ring of fire → core expose → Whetstone on core only.
Duo note: Guardian + Archer is the safest; Guardian + Mage is fastest if clean.
3) 🎏 Event Chain Rotation (S- to A-Tier, timer-dependent)
Why: Stacked events multiply tags/assists.
How: Park at a chain node. If the next node triggers within 60–90 seconds, ride it; if not, pivot to D4/D5.
4) 🕳️ Elite Den “Train” (A-Tier)
Why: Two-man funnels delete dens.
Flow: Guardian pulls to choke → Archer/Mage bursts on call.
Don’t: Split pulls randomly. Keep a single pace. Wipes erase XP.
5) 🐉 World Boss Windows (A-Tier burst)
Why: Awesome XP in a short window at peak hours.
Plan: Only go if timers align with your session. Otherwise you lose 10–15 min waiting.
6) 🧊 D2/D3 Alternating Chain (A-Tier, chill groups)
Why: If D4 is contested, this chain stays efficient and low stress.
Flow: D2 → D3 → event triangle → vendor → repeat.
7) 🗝️ Cache Carpools (B+-Tier utility)
Why: Trio splits to reveal chests, then reconverges on clusters.
Tip: Do not open chests mid-combat; clear then loot together.
8) 🛡️ Hub Defense (B+-Tier)
Why: Easy, safe XP. Great for learning calls: “heavy next,” “burst ready,” “kite left.”
9) 🌪️ Rift Tear Circuit (B-Tier)
Why: Payoff varies wildly. Only great if you can hit two tears fast.
Advice: Assign one player to scout ahead; the other two hold the current tear.
10) 🧭 Patrol + Contracts (B-Tier fallback)
Why: Solid if your dungeons are crowded or group is learning.
Flow: Patrol route with 2–3 Contracts + mini events you pass.
🧠 Build Notes: XP = Uptime + Windows
Guardian (solo + group)
- Goal: take space and create safe windows.
- Micro: 10× reps of perfect block → single punish every session; only then attempt two-hit punish.
- Starmap: Block Efficiency early; Fleetfoot/Field Rations first; damage last.
Archer
- Goal: permanent movement, clean burst queues.
- Micro: roll → light → light → burst loop for 60–90s before runs.
- Bow: Shortbow until your loop is automatic; longbow after.
- Binding: ADS on RMB/L2; Dodge on Mouse4/L3.
Battle Mage
- Goal: true-through lines → detonate at the right time.
- Micro: 15 reps of dash-through → instant 180 → detonate; no early pops.
- Tip: Don’t detonate during a boss’s big red telegraph—wait, then delete.
🧪 Routes You Can Copy (Solo & Group)
Solo – 15 Minutes (maintenance)
- Event → Cache → Cache near your hub → vendor → log on a waypoint.
Solo – 30 Minutes (daily push)
- Triangle loop (0:00–0:12) → D2 speed clear (0:12–0:24) → Craft/Starmap/Restock (0:24–0:28) → one more Cache (0:28–0:30).
Solo – 60 Minutes (heavy farm)
- Triangle loop → D2 → D3 → triangle loop → D4 → Craft/Spend → vendor.
Duo – 30 Minutes
- D4 → triangle → D4. Guardian sets the pace; burst only on called windows.
Duo – 60 Minutes (token night)
- D2 → D3 → D4 → D5 (if comfy) → triangle → craft/spend → vendor.
Trio – 45 Minutes (balanced)
- Event chain (if up) → D4 → Elite den train → D4 → vendor.
🛠️ Settings & Consumables That Quietly Add XP
- Exclusive Fullscreen, V-Sync Off, cap at refresh − 3 (117 on 120 Hz).
- Shadows/Volumetrics = Medium, Upscaler = Quality, post effects off.
- Carry 5–8 Health, 2–3 Stamina, 2–3 Mana (BM), 2× Whetstones, 1–2 Camp Kits.
- Whetstone only on boss expose/core.
- Upgrade Weapon → Chest first; buy a vendor main-stat weapon if drops are scuffed.
- Starmap: Fleetfoot → Field Rations → Basic Mastery → Path of Iron/Gale → Safecracker → Quick Study → Basic Mastery II → minor damage.
⛔ Common XP Traps (Avoid These)
- Chasing spawns across the world: protect your loop radius.
- Opening chests mid-fight: clear → loot together.
- Greeding burst through red telegraphs: one death erases 3–5 minutes.
- Spec hopping mid-session: every swap resets your muscle memory.
👥 Group Etiquette That Makes XP Free
- Ping pulls; call “heavy next” before burst.
- Rotate potions (one drinks, one kites) to avoid dual downtime.
- Stick to the plan—no solo hero trips during group trains.
- If someone is struggling, shift to D2/D3 where windows are cleaner.
❓ FAQ
Solo or duo for best XP?
If you’re polished, duo D4/D5 wins. Learning or under-geared? Solo triangle + D2 is king.
Events or dungeons?
Events are S-tier with active timers. If timers are cold, D2/D4 take over.
Do I grind mobs?
Only if they’re on your path. XP dies when you travel far without tags or density.
When do I start D5?
When you can handle baited slam → ring of fire → core expose without chugs. If you burn >2 pots, push Chest/engine first.
🏁 Conclusion
The best XP in Fellowship isn’t a secret spot—it’s the right sequence of spots. Build your engine, stick to a tight loop, and use burst windows only when they’re clean. For solo, the triangle + D2/D3 cycle is unbeatable. For groups, D4/D5 and event chains print XP at speed.
Want a personal plan tuned to your class, current Starmap, and session length—or a hands-off weekly token run? BoostRoom can map and execute it for you.
Learn more: on publish, we’ll link the most active Fellowship wiki (official or community) for live event timers, drop tables, and map pins.



