I think there's a case to be made for builds that have access to early summons. This makes priests more compelling here than in the other modes maybe.
Having a Druid at camp is something I wish I'd thought of early on so I could have saved a bit more cash. Goodberry will take long resting out of the supply economy, though it's somewhat tedious to cast. Totally came in handy in a pinch for me, but that's cause I got way behind on loot and a little under-leveled heading into the second Act since I skipped most of the Forge and fair bit of the Underdark and the Creche hehe. Woodland being is the best early summon in the game for me, and the Owlbear is probably the best tank hehe.
The Cleric spell Revivify will make it so there's no serious cost for bringing a Party member back from the brink, but that is more mid-game. Like first you got hit that big jump up in power with the lvl3 spells. Skeletons are pretty reliable. Spiritual weapon is handy early on, but it's movement distance is pretty tight. Still it can draw agro, which is situationally very useful.
Otherwise I feel like Stealth-y and high initiative builds would also work pretty well. I think it probably depends a bit on how much you like to brute force with the heavy hitters, or trying to play it safe more with numbers things, so the turn order chaos doesn't sting you in the fights with hordes of enemies. Classes with animal companions or familiars that can scout or trick enemies into wasting turns searching around for invisible opponents, same deal there.
Last edited by Black_Elk; 07/12/23 10:40 PM.