To play it you need Glyph of Energy, which means you need to skilcap in Mineral Springs. I did that with the help of one other live player plus henchies, if I recall correctly, and I'm sure it can be done with henchies alone if you don't mind a few Total Party Kills along the way ...
I've had little trouble getting into PUGs with this build. I just tell people I'm a nuker who also can spam 59-point Heal Parties for backup healing. It's also excellent to use with henchies.
The big benefits of this build are:
NO vulnerability to enchantment removal
No problem with exhaustion
Lots of AoE damage
Considerable burning (vs. just fire damage), for high AL opponents
Fully adequate supply of energy
Immediate full effectiveness if rezzed
Heal Party or a utility spell (plus a second slot if you hench it or otherwise are free not to take rez)
Edit: Some immunity to e-denial -- you can do a LOT in this build with 5-15 energy.
The main drawbacks are:
Not the tiptop amount of available energy, and hence not of damage either
Not a lot of knockdown/disruption
Little self-healing
Vulnerable to interrupts
Attributes:
Fire Magic -- 16 (headgear, sup rune)
Healing -- 11?
Energy Storage -- 11 (minor rune -- the precise level of this attribute is not very important)
Skills:
Glyph of Energy (E)
Glyph of Lesser Energy
Rodgort's Invocation
Meteor Shower
Incendiary Bonds
Fireball
Heal Party (or free slot)
Rez (or free slot)
Skills to consider for the free slots include:
Another fire damage spell
Gale (for more knockdown)
Mend Ailment
Remove Hex
Healing Breeze
Heal Area (to help out an MM, although I've never made this work well)
or if you go Ele/Me:
Arcane Echo
Mesmer interrupts
Mantra of Resolve
A couple of notes on playing the build:
1. You can cast a Glyph of Energy up to 14 seconds or so before actually using it. Thus you can easily start a fight with two straight 25-point spells and a 15-pointer, yet not even be using as much energy as your regen provides.
2. Therefore, it is very tempting to get impatient and shoot so fast that you draw aggro onto yourself.
3. There's a very natural rhythm coordinating your glyphs and your spells -- until your 20% chances of fast recharge kick in, and then it's all chaos.

4. If you wait until the party is in real trouble before you use Heal Party, it's probably too late. Basically, if you notice anybody going seriously unhealed for more than a few seconds, the monks are likely to be under some pressure (even if just energy management), and it could be a good time to help take that pressure off.
Bottom line: There are few areas if any where this is the single best nuker build, but it's versatile, effective, and group-friendly.