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Incorrect.
Towers get to shoot at a pack of enemies for an amount of time equal to the length of the pack plus the length of the pass they're making on a given section of path in the turret's range. Thus, doubling the length of the path does not double the amount of shooting time, and this is more dramatically the case the longer the pack is.
Forming multiple passes allows your tower(s) to whittle down enemy numbers gradually, but this only really helps if you make room of real estate outside the tower's range to let it finish shooting the tail of the pack on the first pass before the head approaches on the second pass.
Also, as the pack shrinks from one pass to the next, this effect will diminish. So it is wise to distribute length of passes to favor later passes(since you can only fit so many within a tower's range), and length of detours for earlier detours.
If you want more XP without adding too much more challenge - and you don't have the Fury skill - or want to compound it - then I suggest you play with the Haste and Orblets traits. Haste is the first one you get, while Orblets provides a small edge over the monsters provided you can keep your orb totally safe. Corrupted Banishment kind of works for this, because the effects don't happen unless the orb banishes them. It's more of a risk, given that you get stronger monsters as opposed to a second chance to kill them (but losing an orblet hurts much more.)
Also, on Bloodbound vs. Poolbound, the former is good for MASSIVELY powerful gems working solo, while the latter is good for still powerful, but less so, gems working in groups.
One more thing: Chain hit is a GODSEND against swarmlings, overcoming the issue with a singular "killgem" - Beam works well enough as a substitute in the even you lack the necessary skill (It's late-game).
Thanks for the tip.