Quote (Thordon @ Jun 5 2012 06:31pm)
Pick up teleport and illusionist. Use it to get out vortex and jailer. You should be able to withstand a few hits in act 1. Every time you're hit your teleport will reset. If you use fracture like I do I like to lead with fracture to give more time to dps. If you get hit teleport.
Edit: For a1, I found DS to be more useful than teleport. The mobs really don't hit too hard and if you're solo, a DS can absorb a few hits. Especially with 25% MS, you should be able to to handle most rare packs. I didn't start using teleport until act 2. Keep mobs on the corner of your screen and keep as much distance between them as possible. Spells like MM and piercing orb travel farther than 1 screen length. For MM, it helps to kite around corners/tree/objects and bend MMs at the mobs while laying down orbs when there's straight space between you. If you're going MM and Orb, I'd pick up arcane hydra and temporal flux for even more move speed differential. That's the setup I used for a1, and I had similar stats to you.
I'm fine in the open but narrow hallways give me the most problems, i can never create enough distance..