I guess that's partially why I have a 60 mage, barb, and monk. Each of them gets frustrating at times, so I need to switch around if I want to keep my interest in the game, given all the guaranteed instant-and-repeated death that gets thrown out of the randomizer. I get the most success out of kiting with the mage, but that's also the least interesting method to play, to me.
Are you playing solo, or in groups?
I'm finding mage in group to be fun, but solo in inferno to be un-fun. Blizzard -> Venom Hydra -> Kite Kite Kite Kite Kite. If the monster has extra health? Great - I'm going to be running for a while. I've now got my resists up to ~350... maybe I can afford some glass cannon now.
When in a group though, then options are around... one person can run past the trouble monsters and then everyone can teleport down to them. i wish there were more explicit "taunt" abilities to help separate packs etc.
Some of both. I'd drop my BattleTag, but I don't have the mobile authenticator to look it up. DaveTheMage#something. I also do the blizzard>hydra>kite method (no other way to live, though let it be said that I can completely see how it would be possible to magetank if I had the right gear), but I find it extremely boring, so much so that I'm currently running without a signature spell and subbing in Disintegrate, instead. I find the added power allows me to mow down groups when I have/want to, and it even works well in group play. It doesn't drain my AP pool all that fast, so I can throw a couple hundred thousand damage on the whole mob group occasionally, which helps with the boredom of kiting.
That being said, the extra mob health in group play is troublesome at times, and I'll spend a couple seconds doing nothing every once in a while waiting for the AP to recharge a little. It's not so frequent that I feel like not having Magic Missile is a horrible mistake, but I think about it. Blizzard, itself, does not do enough damage, nor does the poison pool from Venom Hydra, without being able to get the mobs stuck in it for a bit. The monk suck-em-in move (name escapes me, window switching on Android not worth the time) is awesome for that. Of course, that move also lines them up nicely for Disintegrate.
In solo play (though it's still tough in groups), the real issue is the followers' AI. I know it's not a true MMO with that design, but they can't tank. There's no discernable threat model. The best we've come up with is whoever hits them first, so we try to let our monk or barb to go in and grab "aggro". With the followers, good luck. Even if you let the Templar charge in, as soon as you hit something, they're all coming for you, instead. You'd think maybe at least Tyreal could tank, but no. So, it's kite all day, and that puts me to sleep.
I try the melee characters to see if I can "tank" better than my friends, and for the change of pace, but starting with Act II Inferno, it goes significantly downhill. My barb has like 70% DR from armor and 45K health, but not enough resists to live long. My monk has about 60%, less health, and more resists (and One With Everything), but it's still a chore. The BS is useless, and I need more money for the AH, so it is what it is. Both of them, if solo, just run into random combinations like I described earlier that are roughly impossible.