User blog comment:Leolab/Shadowbringers Special: Adventurers (Final Fantasy XIV) v The Inquisition (Dragon Age: Inquisition)/@comment-5078776-20190511201250

The lack of snark is disappointing.

For simplicity's sake, I will rank each condition on a 0-4 scale, with 0 being absolutely not happening, 1 being unlikely, 2 being a true toss-up, 3 being likely, and 4 being guaranteed.

The Adventurer's Win Conditions

 * Rout the Defenders: 3. If there's a method for victory for the Adventurers, this is the most likely. With exception to the Reavers and the mages, there's not real method of massive damage output that can't be countered by the Adventurers' healers. It might initially be difficult, given the warriors building up Guard and the mages casting barrier, but big open spaces like the Throne Room and the initial courtyard will be a perfect chance for heavy hitters like the MCH and the BLM to take out huge swathes of enemies before they can build up their sustainable defenses. If the Inquisition is given the time to build up their defenses or the Adventurers can't take out advantage of the opening stages to cut the numbers down before the gritty chokepoint battles, this victory condition becomes less likely to be fulfilled.
 * Take All Four Checkpoints: 1. See below. In summary, taking all four chokepoints is going to be more and more difficult the longer the battle goes on given the Adventurers' small numbers. Taking all four chokepoints requires numbers they don't have given the restrictive, defensively powerful construction of three of the four checkpoints.
 * The Throne Room: 4. This is going to be a vital battle for the Adventurers if they want to win. The space is a wide open arena that the Adventurers are most comfortable with, allowing them to rain fire on any unfortunate Inquisition soldiers caught inside. While holding it will be difficult for both parties, taking it is going to be substantially easier for the more aggressive Adventurers. The more important factor is how much the Adventurers can cut down the numbers of the Inquisition to make taking, holding, or retaking the other checkpoints easier.
 * Mage Tower: 3. The Mage Tower will be a hard fought battle, but one that the Inquisition is likely to lose as well. The design of the tower is better suited for the defensive fighting style that will benefit the stronghold's mages and warriors, but the design is also restrictive and prevents any of the DPS outside of the Artificiers doing much to halt the Adventurers once inside. They can pepper away at the Adventurers from above, but once the fighting moves into the tower itself their usefulness begins to diminish. Getting through the chokepoints of the tower, however, is where the Adventurers' small numbers will begin to pose a problem in the long-term if they haven't cut the Inquisition down in the opening stages. I ultimately believe taking the Mage Tower is possible for the Adventurers, but doing so will be where they sustain heavy losses.
 * Cullen's Tower: 1. Cullen's a godsend in this battle, due both to his strategic mind and his abilities as a warrior. This will likely be the final battle stage if the Adventurers seek to win, but it's also going to be the most difficult to take. Cullen's Templar abilities shut down every ability of the Adventurers, and any surviving warriors will be able to hold the chokepoints. The rooms are a bit more open, allowing the melee DPS to actually assist against stragglers that get past the Champions, while the ranged DPS soldiers can once again pepper the remaining Adventurers, whose numbers are getting whittled down now.
 * The Rookery: 3. Going against the tide a bit, but ultimately I think taking the Rookery will be the actual turning point of the battle. Much like Cullen's Tower and the Mage Tower, the Rookery, the library below it, and Solas' art gallery are filled with decent chokepoints for the Inquisition to hold back the Adventurers while using the open space above them to whittle down numbers from above. Leliana's smart enough to know how to organize the Inquisition's forces to ensure that each chokepoint is held and used to its best advantage. What swings it to a more even position is that the Rookery has more invasion points than the other two positions, allowing the Adventurers to take the position more easily. However, the big difference is whether or not this is a phyric victory; if Leliana can organize a fighting retreat to ensure her forces get to regroup with Cullen's for a final stand while whittling down the Adventurers' numbers, the Inquisition can win. If the Adventurers can take the Rookery quickly, which isn't a guarantee, then they'll take the whole fortress.

The Inquisition

 * Rout the Attackers: 3. Although it will be difficult, routing the attackers is certainly possible. Although the key to this method relies very heavily on getting to defensive positions as soon as possible. If the Inquisition forces are smart enough to take the battle inside the keep, rather than the open space of the courtyard and Throne Room, they have the advantage of the Champions, Artificiers, and Templars holding defendable chokepoints while Archers and battlemages pepper the Adventurers from afar and the Reavers and rogues clear out any stragglers that get past. The Adventurers' smaller numbers gives the Inquisition ample time to organize a powerful defense, if they can do it fast enough.
 * Hold All Four Checkpoints: TBF See below.
 * Throne Room: TBF
 * Mage Tower: TBF
 * Cullen's Tower: TBF
 * Rookery: TBF

Tie Conditions

 * Take Three Points, Both Living Commanders: TBF
 * Take Two Points, One Dead Commander: TBF
 * Take One Point, Both Commanders Dead: TBF

Conclusion
TBF.