Carnies used to be a big problem for Yuda, at least bosses. Most of the Carnie minions are pushovers for a regen scrapper, although Air Superiority has turned out to be a great boon since so many of them are endurance sappers. Air Superiority knocks them down long enough that you can get in a few good swipes before they get up and sap more of your energy. Strongmen are only a hassle if too many of them gang up on you at once. The bosses (Master Illusionists, Ring Mistresses, and any named bosses) are problematic, though, because they do incredible amounts of damage, or summon an incredible number of pets, and phase half the time so you’re wasting your attacks. Here is the technique I have developed for handling these bosses.
By the time you deal with Carnies, you have your full contingent of twenty inspiration slots. You know you’re eventually coming up against a Carnie boss, so you have to start managing your inspirations in order to be ready. My goal is to have inspirations lined up like this:
D D D D D
D D D D D
H H H H B
H H H H R
D = Defense
H = Heal
B = Breakfree
R = Revive
The key here is the number of defensive inspirations. You’re going to eat a bunch of these before tangling with the boss. The heals are for the few hits that still get through, and the Break Free is just in case your toggles drop and you get held. The Revive is just in case my advice is horribly bad. Before each battle, pop a couple of inspirations that don’t fit this pattern to free up the slots. Every time you get an inspiration drop, arrange it into this pattern, keeping the largest ones of each type. Once the pattern is fulfilled, stop using inspirations, period, until you get to the boss.
The strategy is really pretty simple. Before you aggro the boss, drop at least 4 of the defensive inspirations, fire up Conserve Power or any other toggles you have that will help you get through the long fight, and wade in. With 4 inspirations in you it’s very hard for them to hit you (depending on your mix of other defensive powers). If there are any minions or lieutenants around the boss, ignore them until she phases, then dole out a few punches to them until she comes back into phase. Watch your buff status closely. These phasing bosses will outlast your inspirations, and if you don’t drop 4 more defense buffs before or shortly after the first ones wear off, you may find yourself sniffing turf.
Naturally, your mileage may vary, and it may all change after the I5 nerfs (I doubt it, though… you’ll just save Instant Healing until right before the boss and then do it the same way). I’m not sure how a similar tactic works with other AT’s, especially the squishier ones. All I know is that I used to avoid Carnie missions because the bosses quite often stomped on me, but this strategy has made me able to take them without trepidation.
The same stratagem works well in Rularuu missions that have mezzing bosses. Noble Brutes are usually pretty easy to take down (they don’t mezz, but I still drop a couple of defense buffs because they really hit hard), but Wisp Opressors are every bit as bad as Carnie bosses and require the same technique. They don’t phase, but they have one power that will keep you from attacking for several seconds, which is every bit as bad. Overseers are the bigger problem. They’re not hard to go toe to toe with, but when you get them on the ropes they will summon up 4 or 5 Watchers to help them out. That many Watchers can lay even a Regen to waste, so when it squeezes them out, I hit the Super Speed and run down the hall. The Overseer will pursue first, so once there is some distance between him and his spawn, close with him and finish the job.