It works for me.
Update is live right now, for those who need to grab it. I think it's just getting ready for the looming expansion in 9 days.
For the Favored Soul and Cleric both, their most effective role is Healing and 1 other. You can build either for melee, or for offensive casting. Pick one. Trying to do both requires a lot of effort and gear. It takes some practice to be able to watch health bars from the corner of your eye while fighting/casting, and being able to keep people up, but it's worth it. It's also going to take practice to know when to back off and just heal.
You'll also be spammed incessantly with /tells and party invites. The path of the Divine Caster…
Druids:
This is the build I intend to use for my eventual Druid. I'll be TRing Aerii when it happens.
STR 16 (10 build points)
DEX 8
CON 16 (10 build points)
INT 8
WIS 18 (16 build points) + Level ups
CHA 8
Feats:
1 Toughness
1 (Half-Elf) Monk Dilettante
3 Augment Summons/Spell Focus: Evocation
6 Maximize Spell
9 Heighten Spell
12 Empower Spell
15 Quicken Spell/Spell Focus: Conjuration
18 Spell Focus: Evocation/Greater SF: Evocation
I may dump Augment Summoning depending on the effectiveness of the Wolf pet. However, the one I have in beta right now is a hair under 1000hp unbuffed, and as a Ranger has Evasion. Quicken is not strictly needed, but will likely be welcome later on. I would take a Greater Evocation Focus if I dumped either feat.
Monk Dilettante is for 20% Healing Amp. Fighter Dilettante is also useful early on as a backup, but Flameblade is almost as good, so I'll probably rely on that instead.
The bulk of the Druid offensive spells are Evocation, with some Conjuration spells. So Cleric and Sorcerer past lives are useful to the Druid, both boosting their DCs on their main spells.
For a Human, I would fit in the Greater Evocation Focus regardless. Move all feats up a level. Possibly fit in Greater SF: Conjuration as well. Drop STR by two points for a 34 point build, two more for 32.
Extend might be useful early on, but swap later. Druids have all of one short-term buff, and it's only useful on your pet and in animal shapes.
Lightning/Cold spec will be the most powerful, with Light spells bringing up as a tertiary damage type when those don't work. You'll also have effective fire spells, but given the number of fire immune mobs later, I don't plan on focusing on those until I have the others beefed up.
Skills, max out concentration, spot, and one other. Humans will have 4 skill points to spend. Balance is good, as is UMD. Druids get the Jump spell, so points there are largely wasted.
Epic Levels and Destiny:
Epic levels gain xp differently from the 1-20 set; they only get xp from epic quests. Unlike regular levels, TRing does not increase this number. You get a feat at 21 and 24, +1 to all skills, and alternating +1 to hit and saves each level. The feat can be spent on anything you wish, and offers a good many epic-only feats. For Aerii the Druid, I would probably fit in Epic Spell Focus Evocation, and maybe the Epic Toughness or something, depending on if I qualify.
The Epic destinies are basically "classes" you take using AP. You select an initial Destiny from your regular class' "sphere", and gain ap to put into that. You can, eventually, grind out all 10 existing Destinies, and can use one at a time.
There are also Twists of Fate, which allow you to use features and abilities from different Destinies that you've leveled in with each other. For example using the insta-kill from Grandmaster of Flowers as an Unyielding Sentinel. There's a lot of powerful abilities, such as regenerating Lay on Hands for Paladins, and up to +6 in a single stat depending on which destiny you're in.