Here are some of the Cleric builds I thought of.
Divine Might Monk (Monk skill levels subject to change)
This build is heavily based on lowering the enemies defense using Deprotected Zone, as well as bursting the enemy using Divine Might to buff yourself before unleashing high damage skills like Sunrays Hands. Having a Psycokino pulling together crowds for you to debuff and then burst can be very helpful.
Safety Zone, Ironcloth and Golden Bell Shield give this build tanking potential, Sabdu gives you the mobility to get out of tough situations (when your defensive skills are on cooldown), as well as another burst skill. You may also use the AoE debuff, in cases where your party is fighting huge groups of strong enemies. Combine with Safety Zone for added, well, safety. 
This build is intended to be more offensively minded, however whether or not any Monk build is actually higher in DPS than the other 3 archetypes, I cannot say. With the high cooldowns, and no real ability to deal the same damage as the swordsman class when using autoattacks, it might be more viable to build a more balanced Monk, with the ability to deal damage AND support. A very good example of such a build is @Sharpās Astral Monk, where he chooses Krivis over Circle 2+3 Cleric.
Another thing to consider: Picking up Dievdirbys (the Carver class) over Circle 3 Cleric can directly tackle the cooldown problems as well as potential SP issues of this build. That being said, you will have to sacrifice 5 levels of Divine Might, Safety Zone and Deprotected Zone, so having a dedicated āCarverā in your party is probably a better idea.
The Carver
As suggested by the name, this build takes up all 3 Circles of Dievdirbys and for those who played RO, this is literally the reincarnation of the Bard/Dancer classes, just with wooden carved statues instead of songs⦠
For the first 2 ranks, it is imperative that you cap Safety Zone and Daino. Safety Zone will be useful for carving mid-combat, as carving takes a while and will leave you vulnerable. Daino is important, because the buff cap in ToS seems to be 5. (Do correct me if I am wrong)
As many builds in ToS come with many selfbuffs already (especially Swordsman builds), they would have to give up on certain buffs, to take advantage of ours. (Unless the statue auras are not considered buffs, but I highly doubt that)
Core skills of the Dievdirbys class for this build are Carve Zemina and Carve Laima for the cooldown and SP usage reduction auras. Carve Austras Koks and Carve Ausrine are more situational skills, the AoE silence of Carve Austras Koks can potentially be very useful against crowds of caster type enemies, whereas Carve Ausrine will probably find more use against bosses who have strong, slow-charging AoEs.
Finally, as Rank 6 class, I picked Oracle to further establish the support role of this build. Arcane Energy gives your party a max SP/STA buff, Counter Spell could potentially be a really useful defensive spell against AoE spells. The real game-changer for the Oracle class however, is Forecast, as it enables telegraphs for normally non-telegraphed attacks, making harder boss fights much easier, given you and your party have the ability to dodge, of course. 
(No longer (see next paragraph)) potential problems for the Carver: At the moment, I donāt know, how many statues you can actually put up at the same time. Depending on the answer to that question and how long those statues actually last (essentially, whether the duration is greater than the cooldown or not), I might have to revise this build to only utilize either cooldown reduction or SP cost reduction.
Kudos to @vegax87 for pointing out (see under āRepliesā), that it is possible to use at least 3 statues at once. 





It focused on Psychokinoās ability to combo well with Pyromancer, utilizing Fireball with Psychic Pressure or Telekinesis (both combos are very effective). Then I chose Alchemist because I really wanted to play one.