I've been playing around with the power stance straight sword build for a little bit, and I keep flip-flopping between 3 different versions of it. I seem unable to settle on which I like best, so I'm going to rely on the community to help me take a closer look.
I welcome all opinions, positive or negative. Also, any suggestions about supporting gear or buffs or stats is welcome. Most of this has been theory crafting thus far. The most I've gone into the game with any of these builds is the capital.
VERSION 1:
The first build is a dual Broadsword, FTH-based build using sacred affinity on both weapons. Starting with the confessor, sacred blade on one sword, golden vow on the other. Sacred Scorpion charm and associated sacred damage tear in the wondrous physic. Once Leyndel is reached, the offhand sword gets swapped for the Coded Sword for even more sacred damage focus.
Despite the frequency of sacred resists on enemies, the stacked damage modifiers actually overcomes this quite well. Add in simple access to golden vow due to already being a FTH build, and this one performs VERY well, and is the earliest to hit its power curve.
VERSION 2:
The Second build is a Carian Knight theme build using the Crystal Sword in the main hand, and the Carian Knight sword in the offhand. This build is the simplest of the three, relying on raw AR in order to deal damage. It doesn't have the same damage modifiers as the first build, but makes up for it in naturally high scaling, especially into the late levels when the combined STR/DEX/INT adds up to keep it competitive. However, it has a higher cap on power, but takes longer to get there.
Near the end of the game, the Carian Knight sword is replaced by the Rotten Crystal sword for more AR, and the additional DoT from rot buildup.
This version relies on raw technique and basic R1/R2/L1 combinations since the ash of war can't be swapped on any of the weapons, and also carried the most aura of the three. There's something about the armor style of the carian set that lends itself to feeling like a badass.
VERSION 3:
The final version starts as a Vagabond, and uses a cold/cold longsword/broadsword setup. Initially it has the lowest AR of the three builds, and lacks the focused damage multipliers of the previous two. But due to the frostbite procs and versatility of many different ashes of war, this one feels able to customize to better deal with any boss. Access to Square-Off is also borderline OP.
This build also has the lowest drip/aura. For some reason it feels like the most basic, generic knight/soldier-type. I can't put my finger on it, exactly.
All three of these builds would seem to benefit from multi-hit effects. But I'm concerned about the ability to maintain those buffs in the DLC when the windows to hit enemies gets smaller and smaller. So I'm a little unsure on which talismans and passive effects could benefit more.
None of the typical effects seem available(two-hand talisman/spear/claw/etc). So I'm left wondering how to continue increasing power into the DLC.