Solrain made some very good points. The reason why most tanks suck nowadays is because they don't learn how to tank. A PL that co-tanks in Qufim parties doesn't help nor does tanking birds at any level. Back in the old days, I tanked everything on my NIN including the infamous raptor camps. Most of the time, we had no BRD so there wasn't such a thing as double march. I remember one specific party in Kuftal with a BRD. Elegy and Hojo was so potent, I barely broke a sweat tanking. The point of lower levels is to learn how to play your job, not only maximize XP per hour. If that's all you care about, stick to those Astral burns.
Lastly, RDM is a very versatile job. Some of us play it better than others. Some of us can solo crazy stuff while others enjoy the tanking side. The OP wanted to know which enfeebles they should use for XP parties. I chose to give situational answers because I often find myself in situations that call upon them. I don't disband a XP party because it's not optimal. I might not stick around for 3 hours, but I try to perceive XP parties beyond mere XP/Levels gained. Dia/II and Slow are the only 2 enfeebles you should concern yourself with most of the time. The rest have a time and a place to use them. It's up to you as a RDM to learn by trial and error what is required based on the individual situation, not some elitist nonsense that fails to take into effect the party situation.
The thing you seem to be forgetting is that this game is not as hard as rocket surgery, or brain science. Outside of soloing high end nms, this game is very easy. Although there are many idiots that play it, that does not mean you should assume the OP is. Guess what? Smn play exp parties as whm-1, and then play completely different in endgame. If they can do that, why can't a rdm? Blm is in a similar situation too (going from soloing everything, to being in a group).
While I agree with in regard to SMN's party role, your opinion of RDM is inaccurate. RDM for all intensive purposes is the most difficult job in the game to play right. That's mostly because of how versatile the job is and how others have their own unique expectations. No offense to any SMN's reading this, but SMN is a very simple job to play compared to RDM. You get 1 Blood pact for damage and support per minute(I'm not going to figure in all that augmented/situational gear that might lower that number either). Other than that, SMN is a whm-1 like you mentioned that uses their mp to help cure people.
Rog, if you think this game is easy, you might want to place yourself in the gifted category. I'd say 75% of mages can't perform their job properly and that's on a sliding scale. It's hard for most mages to perform the basic functions like a haste cycle. This game isn't rocket science, but people like yourself hold the bar too **** high. You have this notion that the game might be played optimal at all times. That explains your need for astral burns and those chigoe parties you're so fond of on the forums. Some people need more practice than the next guy. That's the calculation you seem to forget in the grand scheme of things.
Edited, Dec 7th 2009 6:05am by ShadowedgeFFXI