I'm rarely in a position to choose stat generation method. Typically that decision is DM driven.
Has no bearing on my campaign, does it yours?
I let my players decide. They can roll, point buy or array.
Your DMs not following RAW. You could ask to roll I suppose but that ruling is in houserule territory.
Only rule about rolling is you do it in front of me.
Right. You allow them to do that, not RAW.
Do you always follow RAW for everything? If not then it's really not this golden standard that you are setting it up as.
Isn't that a house rule as well?
You want to play a concept and your DMs not allowing an option that's RAW enables it.
Some things like races are optional. If you're in houserule territory it's anything goes or whatever you can convince the DM of.
Online you kinda have to go with RAW just for a common point of reference.
That's not really the case. Having a campaign specific way of generating stats doesn't imply it's anything goes. I mean it just doesn't logically follow.
There are many common houserules of which 1 is not allowing rolled stats. Many players and DM's swear by that methodology. There's no issue with taking into account common houserules when talking about a common point of reference.
I've never seen array only IRL. You hear about it online I suppose.
If you want to use it knock yourself out.
Not allowing rolling doesn't imply you are only using standard array. Point buy could just as easily be included there and is more often the default for non-rolling games, in my experience.
Well you're not running RAW and using an optional rules.
I use table rules explained session 0 so I don't judge. I've banned a few things in game behavior that gets you booted from group go play somewhere else.
Problem with cleric buff builds is combat often lasts 2-3 rounds.
I don't think that 2-3 rounds observation is anywhere near a universal truth.
Problem is it starts to require a lot of feats.In campaigns where combats, typically last 2-3 or even 3-4 rounds, the cost of casting Spiritual Weapon adds up quick, just for 1-2 attacks.
If you have played the Phandalin based adventures from the Starter/Essentials kit, then you will be knowledgable about short length combats.
Homebrew content, tends to run longer,( mine does at least), per encounter, though often with fewer encounters.
The GWM feat seems quite synergistic with a Warpriest Channel Divinity. At some point in their career, a cleric is either going to be out of spells, (or at the minimum spell slots for an Emergency HW or revivify), or perhaps is unable to cast Spiritual Weapon.
GWM + Healer feats, would be the best.
A Warpriest paired with an Artillerist Artificer, would excel with the Temp Hp from the protector arcane cannon. Temp HP help keep concentration checks manageable,( amongst other things).
Problem is it starts to require a lot of feats.