This is something I've been using in HB and TA a lot. It's basically meant to counter a lot of stuff all at once while still dealing fairly high damage. As far as I can tell, this variation takes out stances, enchantments, kiters, and still does enough damage to blow through basic healing (including prot monks due to aforementioned enchantment pwnage).
13 DM (11+2), 13 CS (10+2+1), 11 DA (10+1)
Black Mantis Thrust
Impale (Can also be replaced with one of the skills in slot #8)
Assault Enchantments (E)
Resurrection Signet/Signet of Malice/Remedy Signet/Flail
I personally don't use a res sig for Hero Battles or AB, so I find that a condition removal or an IAS serves more of a purpose. As stated, I've also found that since Deep Wound isn't an essential part of this build (it's more pressure than spike, after all), it can be replaced with one of the former if you feel it will serve more use.
The nice thing about Assault Enchantments is that it is a highly spammable, quick-casting, low-cost way to remove every single enchantment on a target. Coupled with Wild Strike and Expose Defenses, you've significantly thinned the list of potential melee counters. You can either recycle the chain every 4 seconds and finish with an AE (good for general damage), or just use it once and spam AE (works well on Prot Monks and Dervishes).