Just glancing through, a couple things to add:
RDM/DRK's bad rep doesn't come from its failure as an effective combination: its bad reputation comes from its popularity with poor red mages.
My boyfriend is a 66WAR, and I have the advantage of being able to watch other RDMs on his screen while he EXPs.
Far and away, the majority of RDM/DRKs are meleers (of course) which is tricky in itself past 41, but often melee takes precedence over other responsibilities to the party.
A party asks for a RDM because it wants refreshing, enfeebling, MBing, backup healing, sleeping and (in later levels) escape tactics, more or less in that order. Melee comes AFTER all that in a PUG, although it may well be a different story in a set party.
Unless a party is hurting for a DD, RDM/DRK is not as effective a choice as RDM/BLM/WHM. If a party understands what it's getting and gets a backup mage and/or refresher, that's different, but it's the rare RDM/DRK that can keep up a refresh cycle, MBs, sleeps, and enfeebles, not run out of MP, and still melee. I freely admit I wouldn't be able to do it.
Deedlitchen pulls it off from what I understand, and I give him/her props for that. (S)he was my idol when I was a wee RDM, and it was only with great reluctance that I gave up my meleeing ways and chose to go full mage.
As a damage dealer, farming, or special-purpose job, RDM/DRK is awesome. They are to dealing damage what RDM/NIN is to not taking it. That's not to be overlooked in general, but few EXP parties are really willing to take the gamble on that, since there are so many bad RDM/DRKs out there.
Bad RDM/DRK = is playing an unusual job combo but maxes the benefits of neither; just uses /DRK to make it clear on /sea all that he's going to melee and that's that.
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Of course another underrated combo is DRG/SAM.
I played a DRG/SAM up to 30. It was an excellent damage dealing combo, and my only regret on it was that I didn't have an emergency Provoke.
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I've always thought that BSTs were underrated in parties.
BSTs are incredibly awesome DD. They really are, especially if you happen to be somewhere where EM pets are available and the BST is subbing WAR. Anyone who has never seen a BST deal damage should level one to see: it's murder.
To throw out a lame statistic, I can use a NQ crab jug and it will hit a level 30 TWTBW for 300 damage. This is from a pet with the attack speed of a sword.
It also has the HP of a Galka on steroids, vs. TW at least (although it will also hold off an IT long enough for me to escape or get another pet). A jug's damage is not as good against IT, but it's still good enough keep up.
This is not counting the damage of the BST, who has an A- rating in axe and some excellent weaponskills. Anyone who is reluctant to invite a BST, trust me, just try one.
Jugs don't cost anything in EXP. In order for the party's EXP to be lowered by the BST, the BST would have to use a T pet, which is silly anyway. That Brady Guide mistake has not only cost BSTs who would like to party, it's also robbed the community of a very good DD choice.
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Also, I recall hearring stories from a Ls-Mate of a Whm/War being used as a tank (Stoneskin and Flash for survival, Cures for Hate), anyone seen this combo around?
WHM/WAR rocks when done right. I am struggling to think of this fellow's name, it started with a B and he was on Bismarck, but he could make WHM/WAR look like the best PLD you ever saw.
Another choice that may or may not be here is RDM/BST. Excellent for soloing and NM hunting; can charm pets up to EM without much trouble, and here we are back in BST DD territory: an EM mob is a whole lot of damage, and damage is the one thing RDM tends to lack over the course of a full solo fight. We can nuke for beaucoup, but that costs a lot of MP, and MP is the lifeline; run out, and you're worm food.
Get an EM mob in there and you'll tear through anything, nonstop. Even if you fail charm, with the benefits of Fast Cast, Phalanx, Ice Spikes, Stoneskin and Blink, you'll be ok until hate goes off again.
Last thing: A couple people have mentioned the benefits of RDM/WAR and its efficiency as a tank: never underestimate RDM's Fast Cast too. A spell that goes off faster has a better chance of not being interrupted under direct attack, and it's always mystified me why PLD didn't at least get Fast Cast 1.
Fast Cast also lowers the cast time of Utsusemi, and Chainspell will allow nonstop Utsu.