A thread for Witch Doctor stuff! I'm planning on making my Witch Doctor, who will have an as yet undecided but cheerfully racist name, based around zombie dogs and poison. Because venomancers in D2 were always fun, and because dogs are great. He'll be a softy, so death isn't really a concern. I'll be leveling him with my brother, who said he wants to make a wizard.
The current plan for skills are Poison Dart+Splinters, just a bread and butter nuke tool and to proc the Bad Medicine (all enemies you poison do 20% less damage for 3 sec) passive skill. Gonna be taking Locust Swarm+Cloud of Insects as a basic AOE poison tool. Third skill is predictably going to be Summon Zombie Dogs, with Final Gift; I plan on using the Gruesome Feast (when you're healed by a health orb, you recover 10% mana and gain 10% INT for 10 sec, stacking up to 5 times), so my dogs having a decent chance to drop a health orb when they die will largely alleviate my mana concerns as well as helping everyone stay topped off when combined with normal health orb drops.
Taking Sacrifice+Next of Kin since dogs are a major focus of my build; it allows me to nuke my pups for extra damage, with a chance of one of my nuked pups coming back on its own. Assuming using Sacrifice can proc Final Gift, this also gives us an option of trying to force a health orb if we're hurting; three pups at a 15% chance per pup, 45% chance that we'll get at least one orb, not to mention the damage all the pups will do.
I'm taking Acid Cloud+Acid Rain as my next skill, mostly to synergize with Bad Medicine; with a huge AOE, it'll be guaranteed to make entire groups of enemies weaker while also causing some damage at the same time.
Lastly, I'm grabbing Big Bad Voodoo+Boogie Man as my final skill, to provide everyone with a sizable damage buff, as well as offering yet another option for producing pups. With a 50% chance to produce a pup any time an enemy in the area of effect dies, it'll be a great way of turning a wave of adds on a boss fight (like Leoric's periodically summoned skeletons) into extra damage for the boss itself, as well as potential health orbs.
The last passive skill I'm taking is Circle of Life, again because pups are a core part of the build. It's possible that it might be better to swap it out for, say, Jungle Fortitude by time we hit Hell, though. I'm not terribly concerned with Inferno because I don't think it's really going to be possible to be successful in Inferno without a melee character on the team to soak up the initial hits for us.