First of all, this works for me with my gear, others may not have the gear or like the play style but I find it fun and effective - so far. I am still farming act 1 inferno for gear, as I get spanked in act 2 because everything hits so hard, which I blame for my weak low-mid 50`s gear on all but 3 of my slots. I suspect it will work once i get a few more upgrades for act 2.
I was using a 2h with 670~ dps, around 850 top end, then my friend found a magic 2h mace from Act 2 Inferno with 1037~ dps and 1350~ top end. The top end is most important for 2h, as it means your % based skills do more damage.
Maximize STR, gem for STR, except the amazing helm slot for a Amethyst (purple) because of the huge HP bonus. However, stats are priotized as thus:
Str->Stam->Dex->Resists(Resist all)->Armor. You will need to hit things hard, then be able to take damage since you're in melee, dodge will help a lot, especially against bosses and hard hitters, resist All elements is really the main focus but Fire would be the most important one since Molten, Mortar and Fire Chains are so brutal in inferno. Armor is last because the other stats are just more important, however it should be something to consider.
Left Mouse Button: Bash - Onslaught: This is great for single targets, all 3 hits have a chance to "interrupt" most monsters/elites/champions which makes small groups easier to deal with.
Right Mouse Button: Seismic Slam - Strength From Earth: The lowered cost basically turns the skill into a 310% weapon damage attack, this is GREAT for large groups of monsters, very few monsters are immune to the knock back.
1: Ground Stomp - Trembling Stomp: This isn't really important on whick rune you use, i like this one because it adds damage to the skill, and with a 2h it's effective enough. Helps a lot with getting more damage out of Earthquake.
2: Furious Charge - Dreadnought: The charge is great for a small interrupt if needed, the healing is great, but it makes for an amazing escape when you get surrounded or are in a corner you need to get out of.
3: War Cry - Impunity: This or invigorate work well with Inspiring Presence, the more resists yuo have the better impunity becomes, it is a 50% bonus to whatever value your resist is, so if you have 2 you get 1 extra, or if you have 200 you get 100 extra. Stacks well with Superstition.
4. Earthquake - The Mountains Call: Making this skill have no cost means all your Fury can be used for Seismic Slam, so your AoE damage becomes very high. This is especially helpful with elite/champion packs because you can use it more often - which becomes very important if you die and have to run back..zz..heh...
Superstition - 20% resist to all magic damage, very important in Inferno when almost ever champion pack has Molten, Mortar or Arcane Enchantment. The Fury gain isn't really that great, but it can help fuel more Seismic Slam spam.
Inspiring Presence - 1% of your max hp per second on War Cry for the first minute + double duration. This isn't really important, but the alternatives aren't much better.
Juggernaut - 20% disable duration is huge in Inferno, also the free heal can save you many times against frozen/jailer/knockback(yes, it works vs knockback)/nightmarish elite/champions.
Now how to play. It is pretty straight forward. Against groups you kite them around till they are bunched up, in inferno they mostly just swarm you anyway, then either toss off a few bash hits or if you can't take much damage yet, stun them, charge through, shout then spam seismic slam on them. With my weapon I do around 30k~ damage to each monster hit, 2 hits and most monsters are dead in a solo game. Of course if you have a weaker weapon, more is just fine, just keep kiting the monsters till you can slam and charge again.
Against elites i let them group on me, I stun, then earthquake immediately - unless they are shielding, then you wait till after the shield falls off. Save charge for the heal as you will need it. spam seismic slam, charge when needed, pay attention to health globes.
Against champions, you want to focus on removing the minions first. If the monster has immune minions, you might want to try running past/away from them. I don't know of anyone who likes or can easily deal with that modifier on champions with any class. Other than that, once the minions are down from AoE it's pretty easy with onslaught to 1vs1 a champion.
Anyway, that's the gist, hopefully barbarians do get a buff to Dual Weild crit builds, as well as some more "oomph" to 2h builds. I also hope they fix some of the passives to be more robust and not so useless. Bloodthirsty, Animosity, Boon of Bul'Kathos to name a few are useless - 3% life leech isn't good until you do damage and once you do everything hits so hard the % isn't enough, 10% of 15 is 1.5, yay 1.5 extra fury every 10 seconds...yawn, 30seconds off a 120 second cooldown? sweet, oh wait, then I lose out on the much more important defensive passives that have a much higher impact on the game.