I noticed your guide is pretty out of date. I their a newer one that has been made that I have missed? Is there any particular things I should know about a throw barb? Is it better to go axe and throw mastery over double attack and throw mastery? Are there any specific glitches I should be conscerned about? Alright, thanks for any info you may have!
The only big glitch with Throwbarbs is that your LCS damage is *much* higher than your actual damage. Throwing Mastery is calculated incorrectly in the LCS display... so if you look at the LCS and say "Geez, I'm doing 5,000 per throw, why can't I kill anything?", that's why.
It's not that Double Throw is doing less damage than it SHOULD be- it's still dealing exactly the right amount of damage that it's supposed to, it's just that the LCS display is wrong.
Anyway, for a good Double Throw build...
10 in Leap (that's not a typo, just do it)
1 point in Bash
20 points in Double Swing
1 point in Double Throw
20 points in Throwing Mastery
1 point in Increased Stamina/Increased Speed/Iron Skin
1+ points in Natural Resist (season to taste)
1 point in *all* War Cries (yes, including Grim Ward- you'll love this skill).
That's 66-76 points, assuming slvl 1 Natural Resist and depending on how much you invest in Leap. The reason you invest in Leap is because, in case you didn't know about it, when you land a leap, you will knockback *ALL ENEMIES* within a certain radius (and extra points boosts the radius). My favorite Thrower move is to take a bunch of little bunny hops (really short leaps- just aim them at your feet, and try to keep the leaps as small as possible), which will knock all enemies back against the edges of the screen (or to the edges of Leap's knockback radius), and then throw at the enemies as they try to run back to you (repeat as necessary). That's a great way to get the first body to drop, and then once the first body has dropped you can leap over to it, pop a grim ward, and throw in safety (no normal enemies can come near you when you stand by a Grim Ward, which lets you throw in peace).
With your extra points, either boost Leap (for more knockback radius), Double Throw (for more AR), Natural Resistance (for more resistance), Grim Ward (for more safety radius), Find Item (for horking goodness), or Battle Orders (because, you know, it's Battle Orders). On a lot of my Throwers, I leave Battle Orders at slvl 1 (+skills), since I find that a well-played Thrower is already an incredibly safe character. Slow, but very safe. With Leap, nothing can touch you (although don't leap around LEs or Beetles, unless you want to cover the entire screen in sparks).