Im just getting destroyed in Act II. Right now im working on farming gold and switching to a one hander/offhand. I have low mana regen and health which i think is also another problem. Critical Hit Chance is only 5% Not too sure if i need to raise this up.This is the build im using: http://us.battle.net/d3/en/calculato...RkP!UZe!accaba
16k damage and 1.67 attack per second
Resists are 500
I can stack 5 valor buffs fairly easily and then kill Kulle with this setup.
My stats are a bit different though. I have less resists (about 400 all res), 26k dmg (though I had about 23k when I was doing A2 runs. this includes the bonus for pierce the veil) and 48k health. So in terms of dmg and resists, we'll end up being fairly similar apart from the health pool. I'd say try to bump up your health to 30k at least and see how u go (try to maintain all your other stats).
So just some pointers with playing the build. Normal mobs shouldn't be a problem for u... just use spirit walk to run in and soul harvest as many stacks as possible, then run back, let your templar try to tank it... and then kite a bit with dart stuttersteps (attack, move back, attack, move back, repeat). Use the Hex Fetish if they get too close. With your dmg, they should go down without any real problems (hence don't really need anything like Grasp of the Dead).
Against champ/boss packs, use your Fetish Army to tank them for as much as possible, while trying to focus 1 of them down. Use soul harvest where possible to increase your dmg. Use Spirit Walk and Hex as utility to help u kite and focus something down (presumably while the mob is hexed). If they all get close to you, use mass confusion and run away (with spirit walk if its up). Mass confusion is great if you are about to die as well. If you get it off before u die, u can watch them whack each other for usually high amounts of dmg.
For passives, I ALWAYS have Spirit Vessel. It is the single best passive, and a must have. Mostly because it basically gives u a free second chance every 90 seconds (u also lose the debuff if u end up dying before the timer runs out as well). It saves me a lot of repair bills and lets me fight for a lot longer on any fight. The bonus to Spirit Walk is also a nice bonus too. Pierce the Veil is an obvious addition because the build is completely splinter dart orientated, which doesnt use a lot of mana. If u find u are running out of mana, u can swap out Jungle Fort for something like Spiritual Attunement or Grave Injustice if u have a decent pickup radius.
Generally I use this build as a basic guide. I obviously interchange stuff based on what I'm fighting. E.g. some boss fights where I'm just aiming to burst it down, I would switch Mass Confusion with BBV (Slam Dance). Other fights like Butcher, I'd go with a pure Bear burst build (also useful for some other bosses like Azmodan). For reference my Bear build is like this: http://us.battle.net/d3/en/calculato...QdP!VUW!cZcbZc. This is purely bears, so it's just for fights where u know u r just trying to burst the boss down. I used a similar build to solo Cydaea (spelling?) in A3, except i replaced Wall of Zombies with Poison Dart. There's nothing in A2 that I would use this build on though, but thought I may as well include it if it helps anyone.