Diablo® III

Advice for Hell/Inferno Please

Posts: 13
Here is my build: http://us.battle.net/d3/en/calculator/witch-doctor#fZdUPQ!UTh!caZaZY
I was going to get items with gold increase radius pickup to benefit my Grave Injustice.
My plan was to keep my cooldowns on vodoo and fetish army really low so that it can help me in prolonged fights.
My main dps is zombie bears in which the mana will be feed by all my cooldown skills.

Here are some concerns I have:
Boss fights will be difficult.
Cooldowns reduction is ineffective.
Inserting others spells that I like such as Mass confusion and Hex.

Could you guys let me know if this build seems viable in hell and inferno, and any changes you would make. Thanks for the help!
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I can tell you that this build, nearly same as yours, works ok at Level 56, Hell act II. It works, because when I kill mob groups, I have my defensive skills ready again after I killed some of the trash. Champions with nasty modifiers are possible, at least at Hell. I got 3.8k dps and 30k hp with 180+ resists and 38m pick up radius.

So it's fine for beating act I and II, can't tell you about the rest.
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Posts: 13
I was wondering why you use hex without the heal. It seems sort of useless to have just one monster incapacitated and take increased damamge when you can use other CC spells like mass confusion or horrify.
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