I disagree, bosses in the DLC sperg around so fucking much and do too much damage that slower builds has even less time to punish attacks and will likely lose half their health in the counterattack (and that's when they don't miss because of the camera). The only solution that people keep suggesting is using the 1% of ingame items that don't absolutely suck, which really shows how shit th balancing is.
First of all, not targeting the big bosses who like to use those annoying spergy aoe get off me attacks while having high mobility helps a lot, second off let's break this down.
Assuming you start off as a wretch with 10 in each stat, and you're entering the DLC at level 150 you have 149 levels to distribute. You put 50 levels into Vigor bringing it up to 60 and leaving you with 99 levels. Then you put 50 more levels into strength bringing it up to 60 and leaving you with 49 levels.
The sofcaps for Endurance are 18, 32, and 50. Assuming you put 40 of those remaining points into endurance you have 155 stamina and 105.2 equip load so so you fat roll at 73.5~ equip load with everything under that.
This is before talismans like the Great Jar Arsenal which is stronger the higher your equip load is, point being even at level 150 you can wear some of the heaviest armors in the game while not fat rolling.
So realistically you aren't losing out on mobility while being more durable and having higher poise. Due to being more durable and having higher strength you also benefit more from damage reduction like any of the damage reducing Talismans, Opaline Hardtear, and consumables.
Not to mention the fact that the DLC is meant to be level 150+ content, my original character ended it at 196, so taking into account those left over 9 levels and using my example, 46 gained during the DLC, you comfortably have 55 more levels to spend further increasing Strength. Vigor, and Endurance. And mind you assuming you are using Great Jar's arsenal to absolutely wear the heaviest set and let's face it you will be wear Dragon Crest no matter what, you'll have two Talisman slots left. Taking into account DLC Talismans you can have +22% stamina from the Two Headed Turtle Talisman, and a damage increasing one favorable to your build or just Shard of Alexander.
Point being you have way more room to make mistakes, and aren't losing out on mobility.
Edit: even in the case where you aren't running a strength build you only need 25 faith for golden vow while Carian Retaliation, the best parry, Opaline Hardtear, and Boiled Crab are build neutral.
Honestly never even occurred to me, because I haven't touched Parrying outside DS1+2. Might try it with this new modded character I'm rolling because I was considering doing a blue mage again.
Carian Retaliation is funny, you can't Parry AoEs or even all weapon attacks due to Fromsoft bullshit but most weapon attacks and magic projectiles are parryable with Carian Retaliation while CR also has the best frame data of any parry.
There are odinclusions and exceptions, like for instance you can't parry Elmer's ranged sword attacks, and all of Mohg's spells except Nihil and his trident ground pound are parryable, although for Mohg his explosive blood claw spell can be avoided by strafing while dodge rolling so you don't need to parry it.