Starting outUpdated 2026-08-19

Path of Idle jobs compared: what each class actually gets

Every job in Path of Idle gets exactly the same skill budget: 3 basic skills, 12 talent skills and 12 talent masteries. There is no class with more options than another. What separates them is what those skills are tagged as, how far they reach, and what armour the job wears.

That makes most tier lists misleading. A job is not stronger because it has more tools; it is easier or harder because its tools point at one job or scatter across several.

What the tags say

Each skill carries tags such as Martial, Spell, Aura, Buff, Minion or Totem. Counting them across a job’s 15 skills tells you what the job was built to do.

Job Martial Spell Stands out for
Warrior 13 2 The only job with two Warcry skills, plus two Minion skills
Mercenary 12 3 The widest spread: a Totem, a Minion, an Aura and two Boosts
Hunter 10 5 The only job with Ally skills, and three Archery skills
Cleric 6 9 Three Aura skills, more than any other job
Priest 4 11 Five Buff skills and two Totems, more buffs than anyone
Mage 3 12 The most concentrated caster, almost everything is a Spell

The full skill lists with levels, costs and effects are in the skill compendium, filtered by job.

Reach decides where a hero stands

Cast distance is published per skill, and the spread per job is wide.

The Warrior tops out at 3 metres and its shortest skill is 0.8. Every other job has skills that reach 9 metres, except the Priest, which stops at 5. The Cleric has the widest range of all: 0.85 at the short end and 9 at the long end.

This matters more than it sounds, because area heals, area shields and auras all have a radius. A hero using a 9 metre skill drifts away from the front line and stops covering it. If a support hero is not reaching your front seat, look at what its damage skill’s reach is before you blame the healing numbers.

Job by job

Warrior

Plate armour, 35 knockback resistance, and the only job whose main attribute pool leans toward Health rather than splitting it with Mana. It is the default front seat. Its five official builds are four Offense and one Defense, and the Defense one, Blood Boil, asks for Health Regen, Health Tenacity and Healing Power, so it repairs itself instead of relying on a healer.

The two Minion skills matter for a reason that is easy to miss: extra bodies on the field absorb hits that would otherwise land on your three heroes.

Mercenary

Leather, 25 knockback resistance, and the strangest toolkit in the game. It is the only job that holds a Totem, a Minion, an Aura and two Boost skills at once, which is why it fits into teams built around other jobs. Ballista Sentry is the build most people end up on, and it is also the only build in the game that asks for Physical Attack and Elemental Attack together.

None of its four builds are rated easy, so it takes more gear before it looks good.

Hunter

Leather, 20 knockback resistance, bows and daggers. The only job with Ally skills, which are companions that fight alongside the hero rather than short lived minions. Frost Wolf Ally is built entirely on that, and it is worth reading the Crit Value and Dodge Value pages before committing: both attributes state that allies and minions inherit them, which most attributes do not.

Pierce Shot and Dodge Lifesteal are both rated easy, so this is a forgiving job to start with.

Cleric

Plate armour and 30 knockback resistance, which surprises people who file it as a healer and put it in the back. It can hold the front. It also has three Aura skills, more than any other job, and auras cover the party rather than one target.

Two of its three builds are rated easy, and one, Sword of Divine Punishment, is rated hard. That hard one is the Cleric’s only Offense build and wants Elemental Attack and Spell Damage, so it belongs in an elemental team rather than beside physical damage dealers.

Priest

Cloth, 20 knockback resistance, and the only job with Support classified builds. Totem Buff and Slime Rain are the two, and between them the job carries five Buff skills and two Totems.

Its reach stops at 5 metres, the shortest maximum in the game, which means a Priest naturally stays closer to the front than a Mage does. For a job whose whole point is covering allies with effects, that is useful rather than a limitation.

Mage

Cloth, 10 knockback resistance, the lowest in the game, and a main attribute pool that leans toward Mana. Twelve of its fifteen skills are Spells. It is the most focused job and the most fragile one, and it wants to be as far from the front as its 9 metre reach allows.

Lightning Basic Attack is rated easy and is built around basic skill damage and speed rather than expensive actives, which also makes it the least mana hungry way to start a Mage. Ice Barrier is its Defense build and stacks Shield Power and Elemental Defense.

Who to level first

If you want the lowest friction, take a job that has an easy rated build and gear toward it. Six of the 23 official builds are rated easy: Archer Guard on the Warrior, Pierce Shot and Dodge Lifesteal on the Hunter, Lightning Basic Attack on the Mage, and Strike Lifesteal and Holy Light Buff on the Cleric.

Neither the Mercenary nor the Priest has an easy rated build. Both are strong, and both ask for more equipment before they come together. Level them second rather than first.

Two builds are rated hard: Warcry Shockwave on the Warrior and Sword of Divine Punishment on the Cleric. Both are viable, and neither is where you want to be while you are still learning what the attributes do.

Why there is no meaningful tier list yet

Job strength here is mostly a function of which set items and legendaries you have found, because the official builds are set driven. A Priest with the totem set and a Priest without it are not the same hero.

That is why the useful question is not “which class is best” but “which build can I actually complete right now”. The official builds guide covers how to read the requirements, and team composition covers how to fit whatever you finish into a party.

Every job lays its talents on the same grid, and which talent lands where is rolled per character. The talent grid shows the frame and each job’s pool.