Khajit said:
Certain melee dont get ignored in DM... DM uses if i remember the strategy exactly 2 pld 2 nin 1 blinktank to support 1 of the nin and a thf. Thats the only requirement as far as melee in DM and ninja can probably replace thf and the second blinker as can a war/nin. also about 1-2 rdm are used. So that makes 8 people out of 18 that are necessary and if you include a whm thats 9 spaces for any melee job to fight in DM. Since you say no BLM will ever go into DM instead of manaburn thats 9 spaces for any melee job.
Outside of lolthf2hour all of them have useful 2 hours that will win the fight.
It's not about useful 2 hours, it's about fast damage.
Thf - no way in hell they can make damage fast, it's just not possible.
Drg - can do ok, 2 hour is like a meditate and boost if used properly, still not that great though
Drk - short of offhand k-club/ridill they can't really do the fast damage
War - fairly fast TP, powerful ws's with 2 hour up
Mnk - fast damage with 2 hour
Rng - barrage, powerful ws, and decent damage WS
Sam - WS > WS > WS > WS > WS > WS, pretty damn nice for DM
From top to bottom is least to most desired melee DD for DM more or less. The faster you kill the first mob, the sooner you start on the 2nd, and so on. The faster you get the first 3 out of the way, the more likely you are to win. Blm aren't all that useful for a non-manaburned DM. You can go in with 10 thieves as DD for DM and win, but it would be 10x harder than 10 sam or rng.