It's generally the self-buffs that make Clerics shine. Draw Upon Holy Might, Holy Power and Righteous Magic can turn the most mild-mannered local vicar into a strength 25 Fighter-THAC0 superman who does max damage with every hit.
The major sticking point for clerics is that they only get 1 APR. This is one reason they combine so well with fighters as duals or multis. An extra 1/2 attack for fighter level 7, another for 13, another for weapon specialisation and another for grandmastery (duals only). Dual wielding adds a further offhand attack.
Well, I don't think I would take a fighter to level 13 before dualing. I know it's more power in the long run, but it's too much down time for the cleric to catch up for me. I'm guessing that level 7 is the prime time to dual over then.
The way I see it, there's a a couple ways to go here.
1) Go for a fighter (6 pips by level 7) and just specialize in a few melee weapons for the extra half attack. Added to the level 7 boost, that's a base APR of 2 for, say, Flails, Maces, and Hammers. I should probably pick a kit. I'm sure the Berserker is the best of the three with this build. So, I'd get 2 rages (how long do these last anyway?) by the time I dual. I could wait another level for a third rage, or two levels for an extra pip in weapons, but that will add to the downtime as a cleric.
2) Go for a ranger (6 pips + 2 in 2W by level 7). I'd probably throw the third pip in 2W, but then have 5 pips to distribute and could only specialize in two weapons. If I kit, the stalker seems like it would be the better choice. Even though I sacrifice armor, I'd get a backstab. There's no way I'd wait until level 12 to dual for the extra spells, but it might be worth waiting until level 9 for the extra multiplier. If so, I could still specialize in three melee weapons, though one of them would have to be a thief weapon for the backstabs (probably staves, right?).
For a fighter dual it's definitely worth going for grandmastery. I remain unconvinced by F->C dual in BG1 though as you cannot get to fighter 7->cleric 8 within the XP cap to make it really worthwhile. Dualling at 9 in early BG2 is probably the most painless option.
For BG1 levels a fighter/cleric or ranger/cleric multi is great. You get the spells you want and fighting ability as soon as you start.
I can't see myself MCing; DCing is already borderline too meta for me. I'm also running EasyTutu (not EE), so I think that the xp cap might not even be a factor. Regardless, this character is going through BG2, so not regaining the ranger levels in BG1 is hardly a problem.
Actually, what I'd like to do (for RP reasons) is dual as soon after escaping Irenicus as I can (i.e. discovering the PC's origins and the torture/imprisonment if Irenicus being the catalyst for the class change into something more spiritual). And since I have no qualms about using SK, I would be open to kitting the second class (Lathander probably) instead. That gives me as options:
Fighter 7,9/Cleric of Lathander X Berserker 7,8,9/Cleric X Ranger 7,9/Cleric of Lathander X Stalker 9/Cleric X
How does one even use a cleric? Put some *'s and two weapon fighting so they can dual wield pom-poms while they cheer on the rest of the party that's doing the real work? :P
I've had a lot of fun with Viconia (wipe that smirk off your face, you know what I mean) by sneaking her into the back of a group of enemies, casting Gate and then running like hell. Nothing like seeing the looks on enemies' faces when they realize they've locked themselves in with a Balor
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The major sticking point for clerics is that they only get 1 APR. This is one reason they combine so well with fighters as duals or multis. An extra 1/2 attack for fighter level 7, another for 13, another for weapon specialisation and another for grandmastery (duals only). Dual wielding adds a further offhand attack.
The way I see it, there's a a couple ways to go here.
1) Go for a fighter (6 pips by level 7) and just specialize in a few melee weapons for the extra half attack. Added to the level 7 boost, that's a base APR of 2 for, say, Flails, Maces, and Hammers. I should probably pick a kit. I'm sure the Berserker is the best of the three with this build. So, I'd get 2 rages (how long do these last anyway?) by the time I dual. I could wait another level for a third rage, or two levels for an extra pip in weapons, but that will add to the downtime as a cleric.
2) Go for a ranger (6 pips + 2 in 2W by level 7). I'd probably throw the third pip in 2W, but then have 5 pips to distribute and could only specialize in two weapons. If I kit, the stalker seems like it would be the better choice. Even though I sacrifice armor, I'd get a backstab. There's no way I'd wait until level 12 to dual for the extra spells, but it might be worth waiting until level 9 for the extra multiplier. If so, I could still specialize in three melee weapons, though one of them would have to be a thief weapon for the backstabs (probably staves, right?).
For BG1 levels a fighter/cleric or ranger/cleric multi is great. You get the spells you want and fighting ability as soon as you start.
Actually, what I'd like to do (for RP reasons) is dual as soon after escaping Irenicus as I can (i.e. discovering the PC's origins and the torture/imprisonment if Irenicus being the catalyst for the class change into something more spiritual). And since I have no qualms about using SK, I would be open to kitting the second class (Lathander probably) instead. That gives me as options:
Fighter 7,9/Cleric of Lathander X
Berserker 7,8,9/Cleric X
Ranger 7,9/Cleric of Lathander X
Stalker 9/Cleric X
I might start a poll...