The interesting part about throwbarb is that there are multiple ways to build it, most of the specs have similar results. I think i've tried about 10 specs now, all focused on phys/mag damage combo (no rainbow damage). I guess ultimately the specs can be better or worse depending on place to farm and gear used. My thoughts on skills:
Main skill:
- Stampede: easy to use, very good aoe, one point wonder
- Rebound: prob better than stampede early on (better damage), gets overshadowed eventually when you can kill immunes with stamp
- Overkill: imo worst of the 3 (depending on wolve's doom is a bit slow)
Passives/Utility:
- Gladiator's Dominance: must max for stampede. I'd keep as 1-pointer if used with rebound/overkill
- Daedalus: smax always
- Spirit Guide: 5-pter/leftovers (more for fauzt)
- Wolves: must smax for overkill spec, otherwise 10-15 pts
Stances:
- Wolf: a solid choice until very lategame, cb good with overkill, the velocity is a bit problematic because wolves disappear
- Lion: better than wolf once you have decent gear (i.e. toraja's champion) - magic damage is crucial for necromorbs / necrobots
Right now my spec for dunc is: smax glad, smax lion stance, smax wolves, smax daedalus, 1pt stampede. 100 points into dex for AR and some free block, rest str.
It's a full offensive build, 2800%EWD, 60%DS. Lion adds about 6k magic damage (that's a lot). Got about 150k def, 33% block and -10% dr (with lion). I have Toraja's Champion which takes care of all healing. Dunc is a cakewalk because you oneshot everything before it can hit you. Fauzt hard with this spec tho - for that I'd swap points from wolves into spirit guide (3 wolves instead of 7).