A bit late but here's mine, that will likely get nerf'd soon enough so the hit points get changed on Darkwing.Jhane wrote: ...
--- Vesharr 9-10 Rounds
Infinite Whelpling P/P 1, 2, 1
Carry, can be level 1
Chrominius 2, 1, 2
vs. both The Great Kaliri & Ancient Nest Guardian // vs. Darkwing
...
Chrominius (Arcane Explosion. do not need to use anything else)
Mechanical Pandaren Dragonling (Breath/Thunderbolt/Decoy)
Back up Nexus/Infinite/Erudite anything with an immediate bomb and FAST ... as in hit first.
No Howl needed. Use Arcane Explosion all the way until Great Kaliri dies, and you will notice that Darkwing is almost dead, and continue with Arcane Explosion, even though you have a red arrow under it for the Ancient. You are taking advantage of the back line damage at this point. Chrominius dies after 2 or 3 rounds from the Ancient. AND, then, you bring up the Dragonling and fire a Thunderbolt (IF NEEDED) -- it's AoE, just like the Arcane Explosion and all you are doing is ensuring that Darkwing is dead as well. He usually has about 70 hit points left ... 1400-133-133-133-133-133-133-133-133-133-133-70. Thus the AoE spell.
You might not need to fire a Thunderbolt, however I have not seen how Darkwing magically lost more than 133 points in one, or two rounds!
Then, a couple of breath's and if the Ancient Turkey is being a headache, you will need to pop Decoy.
Caution ... if Darkwing comes in, he gets healed big. Avoid the temptation to use Howl ... you don't need it and I am not sure (didn't test) that it doubles the back line damage when you next use Arcane Explosion. (I have to test that!!!)
Darkwing surviving only makes the fight longer, and your third pet will not make it if it is a Carry-On.
Note: Every time I have tried to use a carry pet, the Ancient Turkey has done them in ... however, I have not made sure that I was using a pet that was resistant to Mechanical Damage, I do not think. However, this might be because of my strategy of using Arcane Explosion all the way ... and one crit on it, will have Darkwing dead, with 2, maybe 3 rounds left on the Ancient.
All the other fights are easy ... though in Taralune, you have to be careful how you use Chrominius at the start. The Nether Fae finishes things off if it gets a crit. The Gargra fight only gets difficult if the middle Wolf goes invisible ... then you are going to have problems. I used the Blue something or other with the Missile for 945, and then adjust depending on what the first Wolf does. If it sends a Stampede, then you can use Missile and take him down on the next round. Otherwise you will need to use the Dragonling to burn a Breath on the 1st Wolf, in my case. The trick on the 2nd wolf to AVOID the invisible turn, is simple ... do not do anything "defensive". You let him come to the Dragonling, Breath, let him come, Breath and maybe a 3rd Breath. If you lose the Dragonling, then your Zep's first take is the bomb. And 2nd Wolf done. Now you can use Decoy on the 3rd Wolf, who does not double hit. The Tarr fight is posted elsewhere. Cymre is the only one I do not have down yet, and it is a fight I do not enjoy.