And yes this does have some merit.
3 of the IK's set pieces come with 70-80 resist all.
and they don't have to share gear with demon hunters.
But that is only relevant during the early game.
In the end game, you're going to be getting gear with 70-80 resist all anyways.
if it isn't a base enchant, then you're going to get it in one of the random enchantment slots.
I'm going to go through item by item and explain why I feel how I do.
Why the Barb Set Bonus isn't OP
Most barbs, ESPECIALLY end game barbarians, don't use more than 2 pieces of IK.
lets look at the ik set bonuses:
2 piece - 60 resist all
3 piece - 4% reduced melee damage (pff, you thought 0.33 spirit regen sucked?)
5 piece - boosted fury generation and some other stuff
But I know a few barbs, and most of them simply don't go after the 5 piece bonus.
Why? because in the end game it's unnecessary you can do a barbarian build just fine without it.
In the end game, ice climbers, mempos, and rare gloves are so much better than IK boots, gloves, and helmets.
Barbs only get one set
I think this is not mentioned sufficiently.
Yes 60 resistance is a very nice set bonus.
But remember, they only get 1 set.
We monks get 130 dex from 2 piece innas and 7% crit chance from 2 piece natalya's.
Which would you rather have? 130 dex and 7% cc > 60 resist all.
Slot By Slot Comparison:
Monks can use mempos and inna's radiance in the end game.
barbarians can use IK's and mempos in the end game.
IK's helmets are just mempos with 5-6% melee reduction instead of IAS.
Which sucks compared to mempos, hence barbarians don't actually use IK helmets in the end game.
Now lets look at inna's radiance.
It can roll up to:
80 resist all
14% FoT/Sweeping Wind
6% crit chance
So basically 100 vit instead of 12% life on a mempo.
and 14% FoT/SW instead of 9% IAS on a mempo.
14% FoT/SW is actually a bigger DPS boost than 9% IAS on DW builds.
100 vit is comparable almost exactl the same to 12% life, in my personal experience i'd rather have 100 vit.
Most importantly, inna's radiance contributes to the set bonus. That makes it better than a mempo in the end game, you just need a good roll.
furthermore inna's radiance has better diversity.
Maybe I don't want 70-80 resist all, I can get up to 2.5 spirit regen instead.
So monks and barbs can both use mempos and be on par.
But inna's radiance can be better than a mempo for certain builds, and inna's radiance has more gearing flexibility in the end game.
So monk's win in this slot.
Both classes use vile wards.
Technically, rare shoulders for barbs can roll better than a vile ward.
But that doesn't really ever happen so end game shoulders for both classes are on par.
Barbs win in this slot, but only by a tiny amount because everybody uses vile wards.
Both classes are identical in this slot.
Monk rare gloves > barb rare gloves because we get up to 300 dex in contrast to up to 200 strength.
but barbarians get IK gloves. but they actually kind of suck.
They waste 2 out of the 6 enchantment slots on melee damage reduction and life regen.
So even if IK gloves roll perfectly, a well rolled monk trifecta will be better.
Monks have Inna's chest, rare chests, and surcoats
Barbs have IK chest, rare chests., and surcoat
Inna's chest is only situationally useful for the set bonus.
IK chest is actually pretty good. Oddly it rolls bonus armor, which is a bad affix for barbarians since they already have so much armor. Very Ironic.
A rare chest could probably roll better than an IK chest, but not by much.
Since IK's has a set bonus, it's probably better.
So monks take a small loss on this slot.
In the end game, a well rolled witching hour is BIS by a large margin for monks.
Barbarians use witching hour, IK belt, or rare/mighty belts.
Barb witching hours will have up to 100 more strength than we can roll dex.
and IK belts are really nice with their lifesteal and skill bonuses.
so this slot is better for barbarians.
Monks have access to innas, blackthornes, and rare pants.
Barbs can use blackthornes or rare pants.
Obviously monks win on this slot.
Monks can use ice climbers or natalya's bloody footprints.
Barbarians can use ice climbers or IK's boots.
Well IK's boost suck. A lot.
They are 6 enchantment boots, that wastes 1 of the enchantments on 5-6% melee reduction.
Ontop of that they cap at 200 strength, instead of 300 for ice climbers or 300 dex on monk boots.
Did I mention ice climbers have 8 enchantments? Yeah 8.
They blow IK boots ouf of the water.
No Contest. IK boots suck. They SUCK. Capital ES YOU SEE KAY
monks get ice climbers, and the option of natalyas.
Monks win on this slot, by a substantial margin.
Identical on both classes
Monks get access on natalya's ring.
Otherwise it's essentially identical.
And since natalya's rings are so OP, I'd say this is a big upside for monks.
We get WKL which is a beast.
Barbarians get 300th Spear, which is good for a very specific and recent build.
we both get echoing furies and butcher's sickles.
shenlongs and bul katho's dual wield sets are basically identical.
so who wins here?
Well considering WKL rolls 2 random enchantments, and thus can actually get lifesteal or crit damage with its socket, I'd say monks win on the weapons department too.
A perfectly rolled IK chest is slightly better than a rare chest.
So barbarians have a tiny advantage in that for the end game.
Barbarian witching hours will have up to 100 extra strength compared to the dex on monk witching hours.
And they get access to mighty belts with lifesteal, so long as they're willing to sacrifice the huge DPS on a witching hour.
End game monks gear either ties or dominates end game barbarian gear in every other slot.
Also we get 2 set bonuses to play with instead of 1.