Build Guide
Highly mobile build. We use Aether Walker to teleport around, and Illusionist for the additional move speed. These allow you to seek out dense trash packs and dispatch them at a rapid pace. As seen from the video, I try to time my setup on the lightning CoE phase. Arcane phase typically destroys them, then you move on to seek out more density. Illusionist will also reset your slow time. This makes it great for speedy setup and applying the DMO 6 piece bonus.
After engaging a track pack, try to stand still to get the full bonus from EW, or if you do move, don't move much. Use Teleport to refresh Safe Passage, and maintain EW stacks.
Wicked Wind's large AoE is great for melting trash with Area damage.
Typically, you'll skip all elites. You can engage elites if you get a nice conduit or power shrine though, but even then, make sure you have good positioning to take them out efficiently.
Pain Enhancer is a big part of this build. The stacks from this gem give lots of AS, and allow you to deploy your twisters at rapid pace.
You want max resource for this build, so try and get that affix on your weapon, source and paragon.
My gear is not fully optimized or fully augmented, I'll rate it GR99+ to be conservative. 17k INT in the video, but I'm missing an arcane % roll, and a lot of weapon damage.
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Alternate Skills and Items:
Piercing Orb can be used instead of Power Affinity, these both are great options for generating a lot of extra arcane power through APoC and the Power affinity effect. Piercing orb has the potential to hit more enemies (and therefore proc APoC more), but won't be giving 2 extra per enemy hit. Generally, Piercing is the way to go if you prefer a more midrange playstyle, and Power affinity is better for up close. Seeing as you'll be up close to proc Trapped, OID, and APDs anyway, I've opted for Power Affinity.
Slow time Exhaustion is preferred for the added defense, but if you want, you could leverage the additional 15% damage from the Time Warp rune. This would get you almost 1 GR higher, but without better play you'll likely die more often.
Illusionist is preferred for zipping around the map quickly, but it can be dropped if you prefer another passive.
Are also good passives to consider.
Edit (8/24/2017): Updated twister rune to wicked wind. Thanks to Skyfall for the suggestion. Wicked Wind should be 1-2 GR stronger. Even with the lower base damage, the ability to stack them more consistently turns out to be better for trash killing.
Note that this build was put together on a PTR patch that had DMO at 3500% bonus. This has since increased to 3800%. This is about .5GR increase. However, to be conservative, will keep estimate at GR99+.
WillTRiker, It's pretty bad against most RGs. It really only does well against RGs with adds, because they grant attack speed, AD procs, and oculus rings, which means more damage. Do note that this was one of the earlier builds I put out on the PTR, and there is now a stronger channeled twister build available via the deathwish and etched sigil bonuses. I still think this one is more fun to play, but that's how balancing goes.
DMO channel Twister:
http://www.diablofans.com/builds/95446
Deathwish is currently unavailable bonus on live server, even though 2.6.1 is now on live servers. D3 team is currently fixing a bug with Deathwish. Just keep an eye out for when it is fixed.:
https://us.battle.net/forums/en/d3/topic/20759369840