The first thing I do is make sure EVERYONE, including the bards and myself have Body and Soul Blessing/Deity buffs. That's the Physical and Magical defense buff that lasts 30 minutes and doesn't go away if you switch weapons (except for ones you self cast on yourself.)
The next thing I do is give out the STR and INT buffs. This can be tricky, because there is a limited amount of connections that you can have with these buffs. Now, a normal 8 man party in Odin has 2 tanks, 2 bards, 1 cleric (myself), and 3 wizards; and you have 4 STR buffs and 4 INT buffs. First is give the two tanks STR buffs only. Now you are down to 2 STR and 4 INT left at this point. I give all 3 wizards INT, 2 of them have STR as well, with the higher level wizard just having INT only. If you have followed this down exactly, you should have 1 INT buff left and 0 STR left. That last INT buff is for STR chars who have a Bard subclass and therefore a low mana pool.
After that is healing (this is assuming you are 80+ full farmed and have healing orbit). Simple, easy and straight forward. If you are high enough and have the skill, keep Healing Orbit going at ALL times, along with Recovery Division and Holy Spell. Bless spell when necessary and keep an eye on the tanks HP bars; since you have Healing Orbit up all the time, the Wizards should be fine, not much effort is required to heal them; anyways, the tanks should be your main focus, if they die, you will eventually have a couple of dead and angry wizards.
Watch the tanks Holy Spell too, especially if the mobs give bad statuses ( for example, Tomb Snake Lords Lv 99 give off Zombie Status, which kills tanks so often if they don't have Holy Spell on), since they are normally physically away from the party luring mobs, they don't always get Holy Spell recast on them, so you may have to do it more often than not.
You will need a good Light Armor set and the Glory/Favor Armor passives skilled to the highest you can get them without compromising your gap if you require one. I recommend a +4/+5 light armor set with Durability maxed out, STR 6 and INT 6 if at all possible, and HP and MP maxed for your chest, legs and head. My gear isn't 100% full blued, but the stats are high enough that I do very well. A good shield is also a requirement as well, it can save your life often, especially if you have a good BR on it (that goes without saying, really) - I recommend at least a +3/+5 with a high STR and INT rating, along with Durability and good Phys/Mag Defense and Reinforce. The more blues you have on your gear, the more powerful your buffs and heals are on others, which results in less dying for everyone. Less dying = a happy party.
Also, this is a rookie mistake, DO NOT try to heal a party with a low level Cleric rod. This applies to Bards too, healing mana with a Level 32 harp in parties at Mobs 99 just does not cut it. Nothing pisses me off more than a Bard or a Cleric who tries to heal MP or HP respectively with a low level harp/cleric rod; and is a real quick way to being banned from the party. Just like a Wizard wouldn't try to kill mobs Lv 99 with a Lv 32 staff, don't try to heal with a low level cleric rod. It simply does not work and you heal a lot less HP than you would with a higher level cleric rod, preferably one closest to your level. It doesn't even need to be anything spectacular, I do just fine with my current Lv 90+3 cleric rod with only Durability maxed on it.
That pretty much concludes the guide so far. I'll try to edit and revise it as I get more suggestions.


