Pathfinding, making it efficient but basic

Although not directly Java (C#), I have some Pathfinding code that is using a Breadth First Search algorithm which just uses brute force to scan the entire map for the base to attack. My game consists of lanes, as it is a Tower Defence game so this is not too much of an issue with dozens of enemies.

But as soon as I start to open the lanes up to 2-3 tiles wide, I double/triple the amount of tiles required to check.

I am using this algorithm:


public Path CalculatePath(Node start, Node destination){
            Logger.Print(Logger.LogLevel.DEBUG,
                "Starting path calculation from " + start.Position + " to " + destination.Position, "AI");
            // Add the start node to the open list
            open.Add(start);

            // Loop constantly untilt he open list is empty, so every node is searched
            while (open.Count != 0){
                // Grab the first node in the list and set it as current
                Node current = open.First();

                // Check if the current node is equal to the destination, if so we have found a path
                if (current.Equals(destination)){
                    Logger.Print(Logger.LogLevel.DEBUG,
                        "Path found from " + start.Position + " to " + destination.Position, "AI");
                    return new Path(start, destination);
                }

                // Check every neighbour and add them to the open list if they are not null,
                // are not on the closed list and are not blocked
                 foreach (Node neighbour in current.Neighbours){
                    if (neighbour == null || closed.Contains(neighbour) || neighbour.Blocked) continue;
                    open.Add(neighbour);
                    neighbour.Previous = current;

                }

                // Remove the current node fom the open list, it has been checked
                open.Remove(current);
                // Add it to the closed list so we don't search it again
                closed.Add(current);
            }
            Logger.Print(Logger.LogLevel.DEBUG, "NO PATH FOUND FROM " + start.Position + " to " + destination.Position,
                "AI");
            return null;
        }

Which works fine, I can run it several times in a row on a decent sized map without too much issue, but the thing is I only run this ONCE when the map first loads. All Paths are then stored in the spawners that the enemies generate from, they simply grab a copy of it. The problem is, although I have avoided a while loop I now need to fire every enemy that spawns into a for loop to clone the already generated path.

This here is the 1 time path generation code, runs once after a path has been found:


        public Path(Node start, Node destination){
            this.start = start;
            this.destination = destination;

            Node n = destination;
            nodes.Add(destination);
            // Start bulding the path backwards until the previous node is equal to the start node
            while (!n.Equals(start)){
                n = n.Previous;
                nodes.Add(n);
            }
            nodes.Add(start);
            nodes.Reverse();
            currentNode = nodes [currentNodeIndex];
        }

And when my enemies spawn, they grab a Path from the spawner by doing

path = spawner.Path.Clone();

Which looks like this:


        private Path(IEnumerable<Node> nodes){
            foreach (var n in nodes){
                this.nodes.Add(n);
            }
            currentNode = this.nodes[currentNodeIndex];
        }

As you can expect, with enough enemies, frankly considerably less than I would like to spawn in harder levels, it lags to hell. Causing hangtime.

Does anyone know a good way to duplicate an already created path without this look issue?