I'm currently running a highly effective shock/aether/poison DOT build.
Peep my profile for the character (I think?). But yeah, DOT works very well.
It almost hard requires a unique to be effective though.
CRITICISM:
You asked what you need to look for in mods.
The main thing to note is that each tick of damage can only trigger one ailment. That is, without nodal or unique modifiers, your build is fucked from the start.
So first thing is first, get your t1 and t2 nodes for ailment chance and ailment stacks. Once you've got all those, go to t3 and get your t3 ailment nodes. After that, fill in the smaller nodes.
Skills are whatever.
HOWEVER, without a nodal or unique modifier that prevents you from triggering ailments outside of your desired two ailments (since that appears to be the maximum that one can apply per tick barring multipliers), you should FOCUS ON WHAT TYPES OF DAMAGE YOU'RE DOING!!!
I can't stress this enough. If you want to have an effective ailment build, you need to make sure that you are highly aware of what ailments your skills are applying.
Unless mentioned otherwise by the skill (e.g. 'this skill now applies shocked and weakness), skills will apply ailments ONLY for the top two types of damage dealt. For example, if you've got items that give you +fire damage but you want to apply poison and frost only, then get fucked because either poison or frost is gonna get kicked in favor of fire ailments because your damage types aren't right.
Other than that, look for from 40-45% chance to apply ailment,
high tick rate
flat damage bonus
%damage bonus
I'm currently melting tanky lvl 60 superelites with 197% maximum health because DOT builds are amazeballs.