Heres what i have so far.
1. Spirits: spirits are essential on survival and damage modifiers to kill effectively and quickly. In order to speed up your progress make sure you have the following spirits:
Favorable Winds: makes your arrows travel faster and deal extra Damage.
Winnowing: adds a Dmg modifier to your attacks
Predatory Season: This sparks a big debate between a lot of people, but if you fully understand how Pred season works, you will see how it actually HELPS your group
Pred season reduces all healing by 20%, whenever your attacks hit you gain +5 health. But not only do you get +health for every hit, but your MINIONS do as well. The secret to getting lots of minions up? Simple. Keep them alive longer! We all know that the more minions you have the easier the monks job is and the faster you can kill things.
2. Pet management
Simple. if your pet dies, bring it back to life ASAP. More corpses= more minions
3. Aggro Management : Assign a Target caller, whenever a mob is almost finished, the caller should be already starting on pulling the next mob, that way its continuous killing the entire way. The only reason a group should slow down is for a monk to regain energy, but that brings me to my next point
4. Monks: Lets face it, there is a lot of bad monks out there, more than we want to even deal with. But its critical that a monk has energy management when they go in a TOPK group. I cant tell you how many times i have asked a monk what their energy management skill was and the reply was "energy management?" It amazes me how they even made it to dragons lair.
Energy Management: Ive found that as a monk Mantra of Recall works really well with a 20/20 inspiration staff or a 10/10 staff. Since most of the stuff in TOPK is mesmers with shatter enchants and enchantment removal a 20/20 or a 10/10 staff works amazingly well. Just put 10 points in inspiration and you should have no problem keeping up with a fast pace group.
Monk skillbar: Try to stay away from enchantment heals such as healing breeze and healing seed as Fingers of Chaos will just rip it to shred, not to mention a shatter enchant will make you have to heal even more!
Healing: If you have a good Orders Necro, you should NEVER have to heal him. Period. Your energy is far too important to waste on a target that isnt even in combat range, and if he is. Hes a real BAD orders necro.
5. Kiting
Kiting the act of combat movement for survival. its so sad to see a bad ranger standing there getting wacked by 3 grasps of chaos just going to town with an adrenal spike and the ranger blows up on the monk asking why he didnt heal. Its not always the monks fault if you die in TOPK, 80% of the time its yours, and yours alone. If you see grasps moving towards you with bloodlust, simply move around, set a pick with your minions, most of the time the grasps will change aggro onto the minions, but there is NO excuse to just stand there.
6. Rangers. For the love of god. Please dont be anything other than R/MO
Rebirth is too important, cause lets face it, sometimes shit happens. and people will die occasionally. and your silly rez sig in the first room is pointless.
Traps: Traps suck, and are pointless, they make you put points in wilderness when all you need is 7 beast, 12 expertise and 16 Marksmanship. if you want to blind a grasp that wants your face, use throw dirt. Dust trap is amazingly retarded to use in TOPK.
7. Necros.
I cant express this enough, Death necros must bring DEATH NOVA
other than that, you should be N/MO with heal area and verata's, and blood of the master if you feel.
Orders necro: NEVER, NEVER, NEVER be in range of ANYTHING, at ANYTIME
your job is simple. hit orders, and heal yourself, that is all
if you get hit by anything you deserve to stay in presearing forever.
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That is all for now, feel free to add your opinions/flames/whatever!