In 5E, all non evocation spells are worthless. In Solasta, I don't see any utility for non shock arcanist wizards and it is not Solasta's fault. It is 5E fault.
I got to disagree with that. I don't know how is 5E at high levels, but in Solasta I found the control spells to be even a bigger game changer than the damages spells, specially in Cataclysm difficulty. While the +3 saves do make the earlier control spells not be as useful, specially because things like grease and sleep are kind of weak in this game or cover too little of an area to really serve as a crowd control tools (specially if we add that almost all enemies can fly or climb walls to ignore it and there aren't that many chokepoints early on), control spells of the third level and beyond are very powerful:
- Hypnotic pattern is damn good. If it sticks, you pretty much disable an enemy for the whole combat. And if it is a dangerous threat like a monster with powerful physical attack and HP, it pretty much wins the game for you.
- Banishment targets CHA. Monster have for the most part shitty CHA saves. Do the math. Just target the most dangerous one and stop worrying about any issue. Requires concentration, but if you take the feat that gives you advantage in concentration checks, you can pretty much keep the enemy gone for the whole combat.
- Haste. Despite requiring concentration, is fantastic. Target your front liner and enjoy how they decimate enemies. Specially when you give it to a fully rested Paladin. Bosses go down in just a few turns.
- Greater invisibilty. Making your caster untargetable and with advantage in all his attacks is great, specially for evokers despite needing concentration.
- Mind Twist. Not only it deals AoE damage that only targets enemies, it also has the effect of incapacitating the enemy for 1 turn unless they pass a INT save. Again, many enemies have shitty INT saves, and one turn at high levels matter a lot. This spell pretty much won me the boss fight in the Temple of the Forgotten God.
- Black tentacles. While it targets DEX, if it works enemies have a hard time getting out and it covers a good area. Need concentration but for those big hulking enemies it can make a big difference.
These are the ones I have tried and were actually very useful, I'm sure others can also give more an better examples. And as I said before, despite the +3 save in the hardest difficulty, the x2 HP means that being able to control an enemy is a lot more valuable than just dealing more damage. Furthermore, you can conserve spell slots better if you control enemies and let the martial deal with them rather than burning though your spells slots to deal damage.
And note that I was playing a Shock Arcanist, and yet I always had control spells at the ready because of how useful they are. Sure, you are not going to use them each fight or to kill a spider group, but when it comes to important fights, they can make a big difference.
edit: sorry, I was retarded and said Hypnotic pattern doesn't require concentration. Fixed