Originally Posted by Henry NYC
Control spells are good throughout the game. Later in the game, your casters can have spell DC => ~20. Enemies will need something like Legendary Resistances to effectively resist.

A good case is Trickery Cleric Shadowheart.
As long as you don't resec, Shadowheart is able to effectively "command" some of the toughest enemies in the game.
Examples:
. Act 0 Zhalk (big boss at the start of the game)
. Act 2 Biggest Boss
. Act 3 All (but one) Steel Watchers
At the climax of Shadowheart's quest line, if she is NOT respec'ed, she can effectively disarm/disable the huge army she may have to fight. She can also summon an ally who has an extremely potent (small radius, though) control spell.

I love Shadowheart.

I also love Shadowheart, in several ways. But why should she disable/disarm people? Why not nuke the wet crowd with her giant aoe spells she has as Thunder Cleric? It's over much faster and more reliably, mostly.

Yesterday was typical. In my current Honour mode run I commanded one of the Orpheus prism guard Gith (I really hate Monks), I thought he might climb down from his elevation. Despite a mere 40% chance the Command hit but nothing happened except the Gith lost his turn, otherwise he did not obey. Ok, loss of a turn is not bad, but he was still there the next turn with the same amount of hp. I only choose Command because of the pesky Monk ability to deny half-damage spells, which counters Shadowheart's best spells, but a Guiding Bolt would have been better.