I've had good pick-ups, but they're hit or miss. I've also taken several green parties in (I've done 6 enms, 1 Mea boss, 3 Dem Boss, 5 Holla Boss), and they do excellent with Mea and Dem. Holla boss gets problematic because of the low-hp Drain spam if the Hysteroanimas are not properly timed. I would say that of the 3, it is the hardest--because of the dead city area (Non-ring level 3, western facing entrance), the fences on 2, and the necessity of Hysteroanima.
I'll put some Holla detail here since I've got the most experience with it:
Greens often grab multiple aggs in the fences. This is deadly to the member who does it since it is not usually possible to defeat multiple aggs on 2. A lot of times, other party members will try to assist, but it is important that they know that death in promy is temporary unless the WHM dies. People will get aggs on level 3 in what I like to call the "Dead City" because they hide around the corners of the buildings and you cannot see which way they are facing.
Shade gear is absolutely the sh.. in Promy. I have 3 pieces: Shade Tiara, Shade Mittens, and Shade Tights. I have never tanked in Promyvion, so I divide the Shade pieces amongst the tanks. If you lead promys invest in at least two pieces as most runs are dual tank. If you have a PLD (dedicated tank), give all the pieces to him--they only work when the mob is looking at the person wearing them. Anyone who has or uses
Provoke should have at least one piece on. The proc rate supposedly increases with more pieces, but I think the rate with just 1 (or 2) pieces is enough--it's effectively a second paralyze spell. I have no idea if the +1 has any better Intimidation rate.
Green white mages assume the standard fast-button healer position and do little else--intending to conserve MP since they have a poison potion on and can't rest (in Holla). This is wrong. The white mage is responsible for the debuffs as well--Paralyze, Blind, Slow, Dia. A WHM, at the end of the battle, can also become a Nuker. If they've been sneaky and thrown a few
Banishes to keep their Divine skill up, a Banish II from a WHM can do a good bit of damage--enough that they can decide the battle. Green WHMs also tend to forget Reraise--they need at least 2 charges--1 for level 4 and one for the boss. If you are leading an expedition with a green WHM, remind them beforehand and/or bring an earring to share.
There are some nuances to using 2-hours on the bosses. We do Summoner #1 at 75%, Summoner #2 as #1 activates second pact. Also as a caveat... if you know your way around promy you can replace your Widescanner with another SMN--this makes victory very simple, but you won't even be close to needing another SMN if you time your Astral Flows for Magic Burst. Warrior 2-hour should be used early to get some nice hate built up to protect the mages. Paladin 2-hour is used in the event of a WHM failure (due to sleep or lack of mp). BLM and RDM 2-hour should be used in conjunction with Terroanima or they'll get eaten alive. RNG 2-hour should be reserved for use as a "Finishing Move". WHM 2-hour should be used after or in conjunction with Invincible and make sure Reraise is up before you pop it off. Other DD 2-hours can be used at any time during the battle.
Skillchaining has fallen out of favor in the FFXI community, but one thing you must note is that SMN using Astral Flow gets significantly better mileage from Magic Burst than the puny amount that a BLM gets (+30% no resist). We always try, but always fail. Astral Flow bursts apparently return 2 to 10 times the base damage (and even 2 would be awesome).
The "optimum" party setup that people always over-glorify is the WAR/NIN, WAR/NIN, RNG/NIN, WHM/BLM, SMN/WHM, SMN/WHM group. Yes, this group does great... Technically, WAR/NIN x 2, WHM/BLM, SMN/WHM x 3 is better, but people seem too attached to wide-scan. You can do promyvion with almost any group. Terroanima is bad for standard setup because it is very bad for melee and SMN 2-hours. It is, however, excellent for nukers and rangers who don't need to worry about mob proximity. When
doesn't a Monk using Hundred-Fists do horrible, gut-wrenching damage? We've taken Dragoons--their 2-hour is excellent. Subbing NIN, they can also tank admirably (better as a short-duration Utsusemi-down tank for a WAR/NIN) at this level--make sure Wyvern recast timer is at 0:00 and wyvern is out when you enter. A THF can tank under Hysteroanima and is best used with a dedicated tank. Take your misfit group in and practice. You might lose the first time--"optimum" parties do too, but once you've got the idea of it, you'll get it--just don't keep swapping members.
Every Promyvion Guide that I've ever seen says "Anima is the Key to Promy"... They're correct. Hysteroanima is best saved for the end of the battle because of the TP move spam. Psychoanima is used at the beginning to conserve the WHM's MP while the tanks build hate. Terroanima is used in extreme situations on level 4 or for spam-nuking/arrow-spam.
- Promyvion Rule #1: Any person who incurs multiple-aggro or single IT++(+) aggro on any level except 4 is a dead man. Let the aggs despawn, raise and continue.
Promyvion Rule #2: Green White Mages often forget reraise.
Promyvion Rule #3: Bring at least two pieces of Shade gear (Girls seem to prefer the Tiara--I think it's a "Queen of Promyvion" effect).
Promyvion Rule #4: White mage is more than a healer, here. Use your debuffs and nuke at the end.
Promyvion Rule #5: Bursting Astral Flow off a Skillchain is better than spamming TP.
Promyvion Rule #6: Stagger your Two-hours.
Promyvion Rule #7: "Optimum" setup is overrated.
Promyvion Rule #8: Anima... bring it... love it... use it...