Promys

Three unresisted Astral Flow blasts is ballpark a third of any promy boss's life. While I totally agree that SMN is by no means necessary, if you have the option of bringing one (while still maintaining party balance otherwise), you'd be kinda silly not to.

Would not recommend bringing any more than 2 in a single run though. If things go bad and Astral Flows get wasted for some reason or other, a heavily SMN-dependent party is kinda screwed for damage output once Astral Flow is over. Whereas melee jobs can go right on smacking things regardless of 2-hour.
 
Tim Wakefield said:
The third, Terroanima has caused me more trouble than good in my experience. The mob basically kites itself, but its annoying. Could be useful in a sticky situation, but i think its just better w/o.
If you've got a RNG-heavy group, Terroanima is awesome. While normal melee hits will interrupt Terroanima and send the boss back to whacking away at the party, ranged attacks will still do damage without breaking the effect. I don't specifically recall whether or not ranged WS will break it, though.

Also, if you do have a RNG or two (or even a WAR or DRK), Bloody Bolts work wonders for health restoration throughout the floors and on the bosses.

Sufficient Anima really is the key to these fights, though.
 
Terroanima's main usefulness is in the Promy-Vahzl BC. When boss #2 wakes up as boss #1 is getting low, Terroanima it and let it wander off while you finish off boss #1. Repeat when boss #3 wakes up as boss #2 is getting low.

And since you can bring 6, not just 2, Terroanimas to that BC, you can send the freshly awakened bosses scurrying off up to 4 times *more* than that too if you need the breather.
 
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