im assuming you know how since ive seen a lot of posts on how its done. little help if you need.
for charged whisker:
jupiter staff/spear grip/thunder satchet
aias bonnet/shifting necklace/hecates/moldy
teal/af3+2/thundersoul/thundersoul
nifty mantle/thiazi belt/af3+2/af3+2
i think probably the only upgrade would be changing teal for loki's kaften during burst affinity. i used to have a set of gear for when burst affinity wasnt up but i got to the point that i can usually 1shot or get within a whirl of killing.
for pulling:
i have 50%pdt in gear+thunder dmg atma. added on evasion in spots that arent pdt. most of this can be bought on the ah for fairly cheap prices. put crimson pants on. make sure that if you use movement+ that you dont run too far away from mobs or they will lose agro. too close and your stoneskin will break too quick. protect, cocoon, phalanx, AQUAVIEL(i have not seen this spell proc yet for interruption, but i also havent been interrupted during any spell. im not sure if its working, but it gets the job done)
use movement to create some space to use chain affinity, efflux and then whirl of rage when the bulk of the mobs get close. actinic burst---> dream flower. IMO, i set a second sleep spell. often i set yawn. i dont use it much but sometimes you get a mob that path's funny and might miss the initial sleep spell. sheep in la theine are the perfect example of a mob pathing strange or a mob that will move too close and agro you after initial sleep. i dont set any cure spells because you really shouldnt need it. and as /rdm, you have cure 3 which works decent.
MOBS: instead of me listing mobs, heres the characteristics youre looking for. something that links or something that agros and agros from far away. some mobs will link from far away making pulling easy, but you have to do an action on the first one(dont pull with dia. i realize that is kind of obvious but pulls at 3am can mess with your mind). something that agros from far away is nice because then you dont have to actually run into the mob for it to want to hit you. preferably, something without a nm in the middle of the group as this can cut short your fun. a little more experience with dodging nm's makes this less of an issue. PICK SOMETHING THAT DOESNT HAVE HUGE MDB the warmouracampa in attowha have everything to make them a great mob. they link like crazy, move slowly, and resist no enfeebles BUT their mdb is amazing. i think they all have an aegis hidden under their shells. they will take half or less damage from CW than what any other mob will do. and to that same affect, picking a mob that is strong to the element isnt the best idea either. using CW on coeurls isnt the best idea since they will most likely resist. also mobs that cast spells can be a pain to pull due to spells hurting, binding, or just taking time from them moving.
in addition to charged whisker, you can also use thermal pulse due to having 2 fire damage atma's, aoe, fairly strong. your set up of gear though will be different due to VIT mod.
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99war 99mnk 96whm 99blm 90rdm 99thf 85pld 99bst 99brd 99drg
99blu 99pup 60sch 99dnc 99nin 99sam
50/50 glavoid shells
50/50 itz scales
6/75 orthrus claws