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In general CC is LEAST useful for the strongest enemies since those tend to save especially on high diff and without super specialized builds.
Some spells have effects that dont get saves, those are the ones you want for strong enemies.
Some spells are persistent, forcing a save without spending more actions (grease/stinking cloud in the few areas where its useful/aura CC and debuffs)
^those are the ones you want.
So far only 'guaranteed' debuffs I've come across are hexes (Evil Eye and Vulnerability).
Could you point to any other significant ones I could have use of?
In terms of aoe cc's I can definitely see uses for large encounters with numeral weaker mobs, but again it would fail to strong single targets with high modifiers.
Wondering what generally is the strategy/selection when it comes to debuffing those targets. If there is none then I guess the solution is to buff the crap out of own party.
Hexes are incredibly strong for that reason as you already noticed.
Boneshatter is one that i use (guarantees shaken and half damage).
Ray of exhaustion is a touch attack that guarantees fatigued->exhausted on 2nd cast but you have to hit the touch.
Lategame weird guarantees stun without a save. Frightful aspect guarantees shaken in an aoe (which is mandatory for shatter defense). Dirge Song effects like from dirge bards guarantees shaken as well?! i believe and is available way earlier than frightful aspect.
Some of the rank 2, 3 or 4 fear spells guarantee shaken (always get the names of the fear spells mixed up)
Magnetic infusion from Kineticist is another great one but you have to hit a touch attack each round and you basically need electric blast + ascendant element electricity to make it not crap.
Also buffing is indeed much better than debuffing since it completely removes the chance of resists.