Notes from author
This build is designed to be competitive with level 125+ builds, and maintain a relatively low level to allow for many more invasions
Offense: Baller swag sword works well with the leo ring--counter attacks do bs or even parry damage, and it's range is deceptively long (you can safely punish greatswords)
Dark Hand: For blocking when there is no other option. More importantly it still offers the ability to parry along side it's deflection
Composite Bow: Really quick ranged weapon--punishes healers with surprising damage from fire arrows, and provokes turtlers with poison arrows
Defense: 50 vit and 62 poise allow poise tanking; this combined with the fast roll makes a lot of things punishable with decent reads
DWGR instead of leo essentially ensures you won't ever be comboed or stunlocked since you can tank the first hit of pretty much everything and flip away. Ideal vs. Gankers maybe?
Cons: I think this build covers a lot of things remarkably well for it's level; however, there are some glaring weaknesses
I chose the chaos upgrade path because on raw numbers alone it out-damages every other path; however good fire resistance is common, and the split damage could potentially be crippling--lightning may be preferable because good lightning resistance is less common.
*damage can not compete with buffs*
There is only 1 attunement slot. It wouldn't hurt to invest a couple more points to get another one, but I wanted to keep the sl as low as possible. I feel this does severely limit your bag of tricks though.
General armor resistance is ass. Mediocre defenses.
TL;DR
Conclusion:
-decent damage
-powerful tactical advantage due to mobility and poise tanking
-Equipment best suited to 1v1; however, the build can easily be tweaked for 'ganker hunting'
Negatives
-mediocre defenses
-1 attunement slot
-split damage can offer highly reduced damage in some situations