But it's not about that.
The build that im personally using http://us.battle.net/d3/en/calculator/witch-doctor#fkUdjQ!ZVU!caZZYY
Build is self-explanatory.
When in grp switch Jungle fortitude for Bad medicine, for Diablo switch MC for Bruiser Garg (not impossible without it but makes it so much easier).
But more OT.
Blizzard stated plenty of times how many gazillion possible builds that there are.
Wich concerning the WD is a lie, period.
-Zombie dogs are useless starting in NM, even with Jungle Fortitude + Bad Medicine + Zombie Handler wich is afterall 40% dmg reduction & 20% more hp.
Im laughing at anyone who say's that they are good for sacrifice or in general to keep mobs busy, go ahead and try the build above (or similar ones) then come back.
-Fetish Army : 2m cd to have weak minions fight for 20seconds. With the same passive as noted previously + BBV to heal/buff them, they die in 1-2 hits from the first zombies in inferno. To add insult to injury the damage is a joke.
Now compare that to other 2m cd abilities, barb becomes godlike or blows up the screen by dealing 2000% wpn dmg, Wizard becomes godlike and blows up the screen.
One if not the biggest issue that makes so many builds or skills worthless is our resource, mana.
We have too little of it, and it regens way too slow.
The fact remains, builds requires: (keep in mind necessary as in avoiding having to kite 90% of the time and/or having to play at a snail pace, and having to be carried trough the game by other group members)
-Soul harvest, necessary to deal decent dmg and selfheal.
-Spirit walk, necessary to survive and good way to regain some mana back.
-Big Bad Voodoo, great with slam dance or ghost trance rune, arguably with jungle drums.
Awesome for soloplay, necessary if in group and you want to actually contribute to the grp.
-Mass confusion or Garg to avoid being slamed in the face 95% of the time.
-Bad Medicine, necessary in group and arguably necessary solo.
! - Due to the absurd mana system slow regen, too little ect, please spare me the crap that WD get gear with +mana/regen, since just being lucky enough to get a barely decent item with those stats should be a feat of strenght on it's own.
And that we already have to use 3 short cd skills (not inc BBV) it would be stupid not to get Vision quest + another cd abilitie !
-Vision quest, necessary as noted above.
-Any preferably short cd skill is necessary to trigger Vision quest, since u dont want to always waste your BBV simply to benefit from it.
-High dmg skill, preferably AoE so u can use it both on mobs & bosses, especially considering many bosses summon adds anyway.
So that leaves two choices: Zombears or Hungry Bats.
There you go Blizzard, in the end 5 out of 6 skill slots and 2 out of 3 passives (arguably 3 out of 3) are not "flexible".
How to fix it:
-Increase mana/regen + tweak mana cost & abilitie dmg.
Buff zombie dogs across the board and divide it across the skill itself and zombie handler + jungle fortitude passives, allow them to tank since they are clearly not there to deal dmg.
If they can tank, we wouldn't mind having to wait on our mana to regen since the mobs wont be smashing our face in !!!
Hence many of the necessary skills above would not be... necessary and ONLY THEN will WD have more freedom for making different builds.
I dont expect them to die to regular mobs, but i do expect them to die on champion packs or bosses... just not in 3 seconds like they currently do die on even regular mobs.
Please dont tell me it's due to lack of gear, personally i have 40k hp .. i have the gear to clear Hell and recently started with Inferno.
Then why shouldn't 4 zombies dog and a garg with all the possible passives and skills be able to tank ?
Beside's, if it's really a gear issue... are we really supposed to be forced into a certain build for months until we acquire the gear JUST so we are allowed to have some freedom ?