Here Blib, the revolver+emergency healer build I use:
http://nwcalc.com/index.html#/dc?b=2u0p:zb5pep:dn84:a02ad,1li3314:1u00000:15555zv:1000000&h=0&p=dvo
At-Wills are Astral Seal and Brand of the Sun. Astral Seal's use is obvious, but Brand of the Sun is in because it builds Divine Power like a motherfucker on its super-fast cast, and gives small ticks from its DoT too.
The main gist of the build is that before you cast ANY encounter, you triple tap Divine versions (usually Divine Glow + 2X Bastion of Health) so you cast everything with max Empower stacks. You generally just rotate Astral Shield and Divine Glow in this manner, I haven't experimented with Warding Flare much but initial impressions are underwhelming. Bastion of Health's normal version is kept in store as an emergency emergency heal (as in, you need to heal yourself quick). Solo, Astral is traded for Ion Cannon.
Dailies are either Divine Armor, or Hallowed Ground. Divine Armor is better at buffing defenses, but Hallowed Ground increases DPS in addition to DR. Solo, Flame Strike replaces Divine Armor.
Class Features are Foresight for bonus DR for the entire party, and either Healer's Lore (stronger heals), Divine Fortune (faster triple revolver between actual encounters), or Holy Fervor (more daily spam). I use Healer's Lore since it seems to just get the job done. Solo, obviously Terrifying Insight. Light of Divinity sucks dick, but it might be buffed some day to suck less dick.
Order of importance for allocating 4th PeePees for powers: Foresight, Astral Shield, Divine Glow, Bastion of Health, Daunting Light, Terrifying Insight, Divine Armor, Hallowed Ground, Flame Strike, Chains of Blazing Light, Astral Seal, Holy Fervor, Divine Fortune, Healer's Lore, Brand of the Sun. After that order is exhausted, whatever you like.