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Pulling dudes in with fireball, activating fencer stance and charging in. Also the AOE fire spell + sword cleave is pretty badass. A little hard to get started but now that I'm getting geared it's rocking and rolling
oh that bug where you can activate multiple instances of wavering stance was fixed, but it was good while it lasted.
Dual axes (the one I played the most of), awful in its current iteration.
Greatswords are amazing, too much even. I can clear the entirety of the highest level dungeon without taking damage until the last boss by using the dash alone. Even the last boss only gets a hit on me because his health is slightly above my crit max. Also completely unkillable because of max block. It was this way pretty much the entire game, it just snowballed hard.
Daggers, great. Everything dies instantly just like greatswords, just not from four squares away. Good amount of flexibility. The ability to use a bow to engage and switch to a dagger instantly is pretty versatile.
Swords, really good mobility, lots of damage. Overall most versatile.
Staff can just stunlock/knockback lock/kite people forever. Works well even without going for any magic.
Mace feels dumb with its triplehit that pushes people. Lots of dazes mean the enemy can pretty much only basic attack you, if they even get to move.
Anything with a shield: greatsword's blocking with less triple digit damage.
As for builds involving two trees:
Dual axes with geomancy, carried by geomancy but made up for axes' lack of everything pretty well.
Daggers + bow/ranged, lots of versatility, most things died before they could touch me, and when they did touch me they were definitely dead on the first hit.
Geomancy + mace, infinite stunlock.
Literally anything with agility raised: untouchable.