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The limit of 3 slots almost doesn't hurt (only a few tournament duels where you need to Taunt but that's it)
I feel getting some vigor or defence late game may be better than just strength-but it may be moot- biggest barriers late game are just hitting your opponents.consistently.. Past a point I had to stop to grind just so I had more than 49% hit chance- Leonidas I had 8% hit chance and lucked out VERY hard with the whirlwind.
I feel the benefit of dual wield are not strong enough to justify it compared to two-handing. early-game I would have preferred something that doesn't tank my accuracy- although getting two swords with whirlwind on the late game was helpful.
After dodge and elemental defences I had some stat points left so I pumped armourer- but i think you may be better off with parry. It helped against spells at least, but the biggest walls were well before the point you could get armourer
SS2: I find that 3 cha/ 1 stam is a good start, but around 35-40 charisma you want to start pumping magic and get that to 60 as that becomes more useful from that point on. After that keep raising cha and stam but intermittently putting points into vigour is good too. You still want to use taunt a lot though- even lategame you'll want to bait foes with heals with using them up before you run out of casts.
I'd suggest getting approval/applause from the shop at some point as even with your charisma maxing out crowd approvial is slowish. You WILL want the extra dosh forf the magic spells though.
Gust is useful, but by the time you get hellball just blasting the piss out of anyone in melee range is better. obviously, once you get 60 magic you want to work your way up to having 5 casts of Molten Death
After early game you basically dispatch every oponent in 1-3 turns :)