Nice ubereil, i like a lot of set itens too, but sometimes i prefer elite unique to use.
Here's the man(trow barb, i will test it tomorrow to see if it's really effetive):
Trow Mastery - 20
Double Swing - 20
Double Trow - 20
Shout - 20
Battle Orders - 20
Howl - 1(Pre-requisite)
Battle command - 1
Iron Skin - 1
Natural Resistance - 2
Increase Stamina - 1
Increase Speed - 1
Find potion - 1
Find gold - 1
Green Ward - 1
Strategy - Scream - kill someone, active green wards stay close of the green wards while you kill what left.
Now i only have to make the tests of damage and defence obtained to see if is worth. And about the equipment. When the tests be concluded i'll let you know.
throw barbs are a lot more fun than the usual "whirl-til-you_barbs", not to mention that they're more survivable in 1.10. melee chars really have it rough in the latest patch iteration of d2:lod.
i'm not really certain about the synergies but i don't think you need the 20 pts in double-swing, unless of course there's a synergy bonus with double throw & throw mastery. again, i can' recall this now.
you're much better off pumping war cry. it stuns opponents (duration is not reduced in hell) and at high levels, can cause a lot of damage to monsters before they even get to you.
and btw shyon, it's grim ward, not green ward. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
get a holy freeze merc, act ii desert mercs defensive. they have a much better chance of surviving swarms of monsters. the might merc just doesn't cut it in 1.10. the might merc is much better off with an overlord necro, as the necro's minions will serve as a wall while the merc's aura will enable the skellies to chop everything in their path.
you'll have a very easy time hitting enemies from range as they are being slowed by the merc's holy freeze aura.