The following are known to have been successful. Note that they aren't necessarily optimal.

Melee

  1. RUN BRD COR WHM DD DD
    DNC BRD COR WHM GEO DD
    GEO RDM
  2. WHMx3 GEO x3 x2 COR (1 mule, 1 DD) RUN PUP BRD
    THF THF BLU DRK RDM

    Note: 16 total; unclear on the exact party setup
    "GEO bubbles were Geo-Frailty, Geo-Torpor, and Geo-Wilt. The GEOs also did Indi-Barrier when things felt dangerous. The DRK occasionally did Infernal Scythe to lower attack. The DRK also drained attributes with Absorb spells. The Absorb spells landed most of the time, but were sometimes resisted. The Geo-Wilt, Indi-Barrier, Infernal Scythe, and Ustusemi shadows seemed to be enough to survive the AOE WS. DDs switched to a hybrid set or defense set when needed. GEOs idled in DT sets. When the AOE WS first started, the BRD put up 4 defensive songs, but that was excessive. The BRD switched to 1 defense song and 3 DD songs."
  3. WHM BRD COR GEO WAR DRK
    WHM BRD COR GEO WAR THF
    WHM BRD GEO SCH RUN RUN

    Note: They feel that they could feasibly drop the tank party down to just WHM+RUN. They only bard swap for the Wave 2 and 3 bosses and try to keep up the Clarion Call song if possible.
  4. RUN DRG WHM GEO COR BRD
    WAR SAM NIN GEO SMN COR

    Note: Forgoes defense buffs in favor of suppressing enmity via Pacifying Ruby/Jumps


Ranged

COR COR RNG RNG BRD GEO
RUN WHM

Note: This is probably the lowest-man of all setups. I believe the group that uses this does, however, typically bring an extra GEO or two. SDT mechanics (which is to say, the forced elemental resistances associated with certain monster types) also make an extra RUN quite useful via Rayke. If I were to fill out the remaining 4 members of the second party, GEO+SCH+SMN+RUN would likely be my pick, with the SMN rotating into the first party within the BRD slot.

Manaburn

It's doable but I think this setup would be worse for us.