War Plans have changed the way Diablo 4's endgame feels. Instead of running whatever happens to be on the map, you can steer your session toward loot, glyph XP, gold, crafting mats, or boss keys. That matters when you've only got an hour after work. You'll quickly notice that not every activity pays out the same, even if the game makes them all look viable. If you're chasing upgrades, farming D4 items, or just trying to stop wasting time, the smartest move is to pick content that rewards you fast and stacks well with other objectives.

1. Hell Floods are still the safest time investment

Hell Floods sit at the top because they let you do several useful things at once. You farm loot, gold, Forgotten Souls, chest keys, and plenty of XP without needing a perfect build. The trick is simple: collect a big pile of Glut, then use it to open chests across multiple War Plan steps. It feels a bit cheeky, but it works. You're not stuck doing one narrow task for one narrow reward. Whispers also spawn naturally here, so you're often finishing bonus objectives without thinking about it. For perks, the middle path is great if you want better direct drops, while the right path helps you gather more Glut and clear War Plan goals faster.

2. Nightmare Dungeons and the Pit keep your build moving

Nightmare Dungeons are the most flexible pick after Hell Floods. They're steady, not too stressful, and they scale in a way that won't punish you unless you push too high. They can hand out gold, Obols, crafting materials, rare events, and treasure goblins, which makes them feel worth the run even when no big drop appears. The blue path is the one most players will want, since it boosts special encounters and gives you better chances at valuable loot. The Pit is different. It's less about shiny drops and more about power. You run it to level glyphs, and those glyphs are what make a build actually click. Once your important glyphs are levelled, though, the Pit drops in value pretty fast.

3. Kurast and bosses are strong, but only with the right setup

The Undercity of Kurast can be brilliant, especially with Tributes and a group rotation. Runs are quick, clean, and easy to repeat. If you've got crafted Tributes from the Horadrim Cube, the rewards jump hard. Without them, it's still fine, just not quite the monster farm people talk about. The green path is worth taking up to the third point, mainly for extra goblin value, but don't overdo it if you risk burning Tributes by mistake. Hoard Bosses are more awkward. Yes, they can drop build-defining gear. Yes, targeted farming is useful. But you need keys, strong damage, and a decent handle on boss mechanics. They get better as your character gets stronger, especially in a group.

4. Hell Hordes should usually be your backup plan

Hell Hordes aren't useless, but they're rarely the best use of limited time. The runs drag on, and the payoff leans too much on luck. If you're short on Obsidium or gold, sure, they can patch the gap. Otherwise, most players will get more from Floods, Dungeons, or even a few focused boss kills. If you genuinely enjoy Hordes, take the blue route to squeeze out a bit more value. For everyone else, treat them as a change of pace rather than a farming plan. And if you're trying to round out a build quickly, comparing drops with ways to buy cheap D4 items can help you decide whether grinding another long Horde run is really worth it.