Tasker and Theo
The Ess of Johan
Don't expect to kill anything with this build. Purely for support and CC.
3(4) Piece Zuni for 3% damage resist per pet.
3(4) Piece Arachyr Hex damage resist & heal.
Many items are optional and interchangeable, as long as you maintain 3 pieces of each set.
Choose your favourite pieces.
Core of the build:
Starmetal Kukri + Mass Fetish + Halycon Ascent for constant Big Bad Voodoo debuff and CC.
Possible Legendary choices below: (You won't be able to have them all).
Starmetal Kukri is required
Sacred Harvester or Wormwood in the cube. Sacred Harvester if you need more survivability.
Socket = Amethyst (Life per Hit)
Vile Hive if using Wormwood. (need to confirm if these work together if you don't have Locust as a spell)
Henri's for Survivability
Socket = Diamond (Cooldown reduction)
Grin Reaper (Will only cast Haunt and Piranhas?) - testing needed.
Leoric (for better cooldown reduction or life boost)
Pauldrons of Skeleton King (chance at free life)
Lakumba's for survivability
Nemesis if you're on shrine duty.
Strong arms for team damage.
St Archew's Gage: (Survivability when engaging Elites)
Tasker & Theo (attack speed on Pets for more Starmetal Procs)
Hwoj Wrap if using Wormwood. (Slow CC on everything)
Transcendence for more Fetish. (quicker Big Bad Voodoo & damage reduction)
Oculus (Team damage buff)
Obsidian (Quicker cooldowns)
Wormwood or Sacred Harvester (depending on playstyle/requirement)
Armour: Tasker & Theo priority. If already equipped, choose preferred from other optional choices. (Illusionary Boots, Nem Bracers, Either Helm, Pauldrons of Skeleton, Andrews Gage, Either Belt, etc)
Ess of Johan (Extra CC) or Oculus.
Gem of Efficacious Toxin (10% damage buff & debuff)
Esoteric Alteration (Survivability)
Enforcer (may be required if pets are dying too much at high levels)
Mutilation Guard (Optional. Even more survivability)
As this is meant as a zDPS, focus on Cooldown reduction where-ever possible.
Other rolls to focus on would be:
Pickup range (to increase Grave Injustice range)
General survivability. (Vitality, Armour, Life per Hit, Life Regen)
Anything that performs some kind of CC. (Stun, Blind, Slow, etc)
Critical Hit Chance
Critical Hit Damage
Life on Hit
Resource Cost Reduction
Cooldown reduction & survivability.
Haunt - Resentful (Cold to Proc Iceblink)
Piranhas - Wave (15% damage buff & knockback) - No Tornado because Dancing mobs don't get sucked in. This will also proc Bad Medicine passive if selected.
Fetish Army - Legion (Zuni & Starmetal synergy)
Hex - Jinx (damage buff & CC)
Big Bad Voodoo - Ghost (20% damage reduction & CC). Slam Dance can be used instead of Ghost for more (15%) damage output.
Soul Harvest - Languish (survivability)
Spirit Vessel - (Cheat Death) - Can swap this out if you're feeling really 'safe'.
Grave Injustice - (Cooldowns)
Fetish - (More Halycon procs and toughness from Zuni)
Tribal Rites - (Quicker Cooldowns) - This is likely optional. Could swap this out for Swampland or Jungle for more survivability if needed or Bad Medicine to debuff enemies.
Creeping Death could have some usefulness if running Wormwood.
Lack of Spirit Walk could be an issue (if not using Illusionary Boots). Haunt or Piranhas can be swapped out. Swapping out Haunt could be detrimental to the usefulness of Zodiac and Belt of Transcendence if you are using those items.
You will want to be aggressive and always in close proximity to large groups of mobs.
Hex & Big Bad Voodoo should be on auto-cast.
Hex should get procc'd often due to Grave Injustice and Obsidian.
Big Bad Voodoo should be procc'd very often due to Fetish spam.
Entire screens of enemies should be getting hexed and dancing.
Haunt & Piranhas should be cast immediately on Elites.
Soul Harvest buff kept up at all times to ensure survivability.
This is for pushing with a team. If enemies are dying 'too quickly', your Fetish's will not get to attack enough to reduce your Voodoo cooldown.
That being said, as you do no damage even 1 common mob will be enough for your Fetishes to beat on.