WattsHumphrey said:
I may be a total cynic for saying this... but I think the best party is the same in 3.0 or in 3.5.
4 clerics.
1 - cleric of melee beatdown
2 - cleric of stealth/divination/trap disarming
3 - cleric of offensive spellcasting (dispel, readying counterspells if needed)
4 - cleric of ranged attacks. This cleric also serves as a backup to the others if needed.
I dicovered this seems to be true at least in computer game called Temple of Elemental Evil (uses 3.5 edition rules).
My party
1. cleric/paladin (goes for cleric levels)
2. cleric/paladin (takes more paledin levels)
3. cleric/ranger (more ranger levels, melee combat beatdown & stealth)
4. cleric/barbarian (more barbarian levels) when making it dwarf I trade barbarian levels for fighter levels
5. wizard (magic blaster)
Trap stuff I leave for npc:s
In table top games, I've noticed best combo depends much on dm and game style. However, clerics do seem to always kick ass (even if their buffing potential has been reduced from 3.0 to 3.5).
Unless of course one's dm has some weird house rulings concidering divane powers. In one particular game it's best to stay away from any spellcasting/semi-mystic classes. Ranger with too low wisdom to ever cast spell (10 is fine), is quite ok.
Better just be aware of quirks of your fellow players and dm, and best group synergy to beat beasties or social situations or whatever, isn't so hard to come by.