This comp would be good because the crowd control, the damage from the barbs burst/witch doctors spreading dots. with the monk helping the damage with his spirit generator. Wall of Zombies + Inner Sanctuary would make opposing monks and barbs hard to sit on the monk or witch doctor. they're only target would be barb. which lets the monk be able to heal and the witch doctor to crowd control. This is more of a Anti-melee but the barb is very mobile and will be able to squash wizards.
http://us.battle.net/d3/en/calculator/barbarian#fRdbkP!hfb!ZbaZcZ - Barbarian Burst damage, no survivability, decent mobility.
http://us.battle.net/d3/en/calculator/monk#iXSfjg!eVf!bYbbYZ - Monk Healer/Support, No Mobility, good survivability ,alot of heals and alot of +damage to team.
http://us.battle.net/d3/en/calculator/witch-doctor#ScdekU!fbd!ccacYY - Witch Doctor feardotlawl, decent survivability, slow but surely damage and alot of crowd control.
This comp would be good because the crowd control, the damage from the barbs burst/witch doctors spreading dots. with the monk helping the damage with his spirit generator. Wall of Zombies + Inner Sanctuary would make opposing monks and barbs hard to sit on the monk or witch doctor. they're only target would be barb. which lets the monk be able to heal and the witch doctor to crowd control. This is more of a Anti-melee but the barb is very mobile and will be able to squash wizards.
Witch Doctor/Wizard
Witch Doctor/Wizard/Monk
and I think it'll be 4v4 since that is max party size so..
Witch Doctor/Wizard/Monk/Barbarian
Yeah 5 summoner witch doctors would be way to op, 5 zombie walls, 5 spirit walks while 20 zombie dogs, 5 gargantuans and 5 hex's cc their whole team.