Better Than One/Strategies

Possible Strategy:
 * First things first, after engaging, the mages should run into the NE tunnel past Black Shuck. This will greatly help avoiding the elementals when they eventually pop.
 * We found a good strategy using a dual ninja tanking setup. Party setup we aim for is Nin/War, Nin/War, Brd/Whm, Whm/Blm, Blm/Whm, DD (preferably Drk for an extra stun when blm is busy with elementals, but we usually had war/nin taking that spot).  The main reason we use this setup is so they can stay and tank agro-free when the elementals pop.  3 fire elementals casting firaga III on the tanks and DDs is just a recipe for disaster.
 * When the elementals pop, the extra DD will need to disengage and pull the ones closest to mages (that could potentially agro) back into the NE tunnel one at a time for the Blm to quickly dispose of. We never had to kill more than 3 that were close to Black Shuck.
 * Once the close elementals are gone, the other 5 on the S end of the assault area will just float around and stay out of agro range. They'll despawn on one of Black Shuck's subsequent howls.
 * Basic role of each job:
 * Ninjas: Tank, of course. Enfeeble if you can, but they rarely seemed to land.  Bouncing hate is the name of the game.
 * Bard: Haste songs, ballads, backup cure and help paralyna and barfira. Throwing out the occasional curaga II to help with constant spikes damage takes a little load off the white mage.  When singing songs, try to position yourself to avoid breath moves.  Don't bother with Elegy or Finale.  Elegy has yet to land and those spikes can't be Finale'd.
 * If you have a WHM main, do not over write their bar-spells.
 * White Mage: Cure, Regen, Haste, Shellra IV/V, Barfira/Barblizzara, Paralyna, etc. Try to stay at max curing range in the tunnel to avoid magic agro when elementals are around.  If a Gates of Hades should go unstunned, Benediction could be a good idea if you're quick enough.  Ensure you use Blessed Briault, Cleric's Duckbills and Cleric's Pantaloons for barspells if you have them. WHM with capped merits, AF2 legs, AF2 feet and capped enhancing magic will do +118 barspell.
 * Only the tank should have Barfira since they are the only ones who will be hit by Lava Spit. If melee burn setup is used it can be given to the DD as well to counter the blaze spikes effect -- Regen III will also make up for most the damage as well.  The rest of the party (at least the WHM) should have barblizzara to give them great resistance to Ululation paralyze effect.  You need approx. +230 fire resistance to have a decent chance at resisting Gates of Hades but there is no need if it is stunned properly via stun magic and weapon skills.
 * Black Mage: Try to conserve MP for killing off elementals. Throw up DoTs when possible.  Help backup cure and paralyna.  Stun Gates whenever possible.  When it comes time to kill elementals, it shouldn't be too hard to two-shot them.  Thunder IV and III seemed to do the trick.
 * DD: When elementals pop, pull with a non-magic ability/method back into the NE tunnel for the Blm to slaughter. Helping voke or otherwise get elementals that may have agro'd the Whm or Brd helps alot too.  When no elementals are present, poke Black Shuck obviously :D
 * This strategy has only gotten us 2/4 wins (one loss at 2%) so it is not foolproof. We actually swapped out a Nin for a Mnk/Nin in one of our wins so there are definitely variations on the actual jobs used, but the main thing to remember is avoiding any tank that will magic agro.