http://postimg.org/image/sxq69ntxj/
L38 Red + Time + Beastmaster + Geo took down NED. Their HP wasn't shabby (1200s to 1500s), but it wasn't enough to take a full blast of Almagest. Nevertheless, I had some things come through for me:
* Beastmaster (Crystelle release) gave Mighty Guard. This is a finite use ability, but I only needed it once.
* GBA version. This helps with Meteor.
* Time Mage (using DualCast) delivers 5x Meteor. Meteor isn't great, but getting 5 is nothing to sneeze at, and there's bound to be one character who is better off tossing Hi-Potions or Elixirs instead of attacking.
* Elixirs. I had just enough levels to use full-on Meteors twice with Krile with the full load of MP (using Gold Hairpin), but obviously I was going to need more.
* Beast Killer sadly didn't work against the bottom middle. It does seem to stun the top middle part, and while I didn't use it much properly in the fight, it should be effective in blocking Grand Cross (preventing status effects like Petrify and Death that take away Mighty Guard). As it was, I didn't wait long enough to see Grand Cross anyway.
* Magic Lamp. This is always awesome, but it also reduces the number of targets that Meteor has to hit.
This party has a lot of weaknesses, but !Time makes safe navigation not terribly difficult after getting Teleport and Return, and !Time + DualCast is an excellent means of converting Elixirs into fast damage when someone really needs it. If I had released three Zuu, I may have even been able to avoid the Almagest phase, but this was a pretty rapid kill in spite of that (assuming one is measuring the number of turns allowed to the enemy and not the eternity spent running the Meteor animations). For an $8 run with four jobs I'm not particularly fond of, it wasn't too shabby of a run.