An alternative approach http://eu.battle.net/d3/en/calculator/witch-doctor#WZURik!ecb!bacaZa
I played mostly on 1.03 patch so pets were not an option on inferno.Now,after many hours I found them not reliable as they once were (total nerf for gargantuan so it does not trigger cc).
Once I used Firebomb-Firepit,but it also had to be nerfed to the ground.66% of proc coefficient was sooo overpowered.
Anyway,I advise all to check Hex-Jinx/Painful Transformation skill.Very nice,it disables one of an elite pack monster for quite some time.This is especially useful when vortexed into middle of group of mobs when Spirit Walk is on cooldown,Hex can instantly take care of one of them.It also makes fight against rare,last standing mob trival.
Wall of Zombies-Barricade - when used wisely is extraordinary powerful as it can give whole 5s of tranqullity.Even in open field it can be found useful,for example quick mobs can be filtered,as they will run around the wall and reach us significally faster than the rest of pack
Spiritual Attunement - opposite to Vision Quest,it works all the time not only when there are some mobs nearby to be hit by a primary skill.20% extra mana is also a great buff,well you can think of it as 2 Acid Clouds for no cost.
Equipment - well,4 pieces of Zunimassa is strongly advised
.My mana problems ended once I've completed it.
Fear and Knockback - I'd not agree only with statement that fear has to be avoided,3.8% - 4% on a helmet would be a worthy addon to the main control effects.However,not anywhere else.Same for knockback,only on bracers and nowhere else.
While fear and knockback don't work so well against ordinary,white mobs it starts to matter against elites,especially some harder ones.For a test I removed all my fear/knockback equipment,and realised that elites became harder to fight.And it's not a suprise,with fear and knockback you have much greater chance to cause an elite mob not to hit you but doing something else.