Hi @apogipinoy ,
It worked well enough I subbed the 2 endless journey accounts that I created for my 2 boys.
I trained them up fully through the Deceit event, them often joining me on my support Garg Parry Mystic Mage, and by the end of it, the 3 of us were highly effective in Deceit, or, myself solo on either of their Parry Throwers was a good template. {I managed to farm the shoulders and boots for them, and 2 books for myself - so I considered it a success, even though it was very hard work, as I was not using luck, fortune potion, or the best templates).
Basically, the Parry at 120, made the Throwing hit chance feel much better, playable even, that was what I was worried about. I don't know facts and figures, but for me, it's about how it feels playing it, and in that scenario it worked well. I think you need Parry at 120, to mitigate the Throwing penalty as much as possible. Their templates are 120 Throwing, Tactics, Anatomy, Healing, Resist, Parry.
I have not created maxed out PvP gear with Hit Lower Defence weapons/211 stam/55% SSI etc, or trained them for that, to see how that works out yet.
I've also not taken them through the full games PvM content - but in theory, first signs are good.
It felt quite tanky as a template, it was interesting, shorter range faster weapons like boomerang felt ok, because you didn't mind being hit so much, you are playing something in between a ranged character, and a full out melee character, you are like melee with a bit of range which is interesting.
The negative re Throwers, is they have so little weapon choice compared to say swords or archers. You also cannot enhance their weapons with anything useful like you can with say wooden bows or bokuto's.