Manathingies - Dainn's Mana Skills and Abilities
Term lovingly jacked from Silky.
Basic facts about Dainn's mana capabilities are listed here. I have also included my opinions of how many points should be applied to each. Please note that these are opinions, and ultimately your SP distribution among the manathingies should be based completely on your playstyle and existing INT equipment. PvP opinions are based on 1v1s only for now.
Natural passive MP Recovery - 1 MP every 2 seconds, or .5 MP per second
S-Charge - Recharges 1/7th of your MP, at an increasing rate. The first "tick" of S-charge takes about 1.5 to 2 seconds.
Passive: Gives you an additional <Skill Level> MP per second on top of your natural passive recovery.
Level 1: Recovers an additional 1 MP every second (60 MP per minute of less-than-full MP)
Level 8 (Max): Recovers an additional 8 MP every second (480 MP per minute of less-than-full MP)
Stage: Your point dump, but usually left at 0 or 1. Mana Increase, Mana Extension, S-charge, and scattered potion drops from mobs should keep you running.
PvP: Still your point dump, but pvpers will find more use in it than stagers. Generally, you'll want to run low or no Recovery if you have Extension, and high Recovery if you find your self running around quite a bit. Most useful when you're under the minimum MP to Fire Orb, Ice Wall, or Hand -> IA so that you can regenerate enough MP for you to use a skill that assists in S-charging or casting Extension.
Passive: Increases your maximum MP by a set value.
Level 1: +100 MP
Each additional level: +80 MP
Level 8 (Max): +660 MP
Stage: Max. Dainn's S-charge recovers a set 1/7th of your total MP, meaning a higher start value will increase your MP charged per "tick" for those rush situations where you can't charge your MP to full.
PvP: Get 1 for the 100 MP, more if you need a higher start value so you don't run out of mana before putting a good dent into your opponent's HP. If you're running wtfhaxpro INT equips, you could even opt for 0, especially if you need that point elsewhere. Typically, you'll want enough MP to Orb, Fury, do a combo or two, BCB, then either Wall, Orb or Hand-IA to give yourself enough time to recharge or use Extension. If, however, you are running neither Extension nor Recovery, you might want to max it without further thought.
Active: A buff that uses reagents to increase the maximum AND current MP of you and your surrounding party members.
Reagents: 1 Huckleberry
Reagents: 1 Huckleberry, 1 Mountain Ginseng
Level 9 (Max)
Reagents: 1 Huckleberry, 1 Mountain Ginseng, 1 Black Pearl
Reagents generally should not be a problem, since we should be getting the Voucher NPC soon.
Stage: 0 or 3. Having to recast it every 3 minutes can be a pain, but there are certain times where you won't have the luxury to S-charge for MP. Casting the buff on party members can be both good and bad, as it can't be overwritten by lower level buffs, commonly Light Shield and level 3 Magic Defense. Buffs can, however, be canceled by equal-skill-level buffs, which makes level 3 the recommended level for stages should you choose to get it.
PvP: 4, 7, or 9. Provided you're good enough to burn your mana before dying, Mana Extension outshines Mana Increase, even at level 4, especially since your lives tend to last under 3 minutes. Also replaces Mana Recovery for the most part, since the most useful period for Mana Recovery is when your MP is too low drive your opponent away long enough to recover MP. Since Mana Extension takes no MP to cast, and takes slightly less time than a 1-tick S-charge, getting your Extension in shouldn't be too much of a problem.
Passive: Grants a chance to reduce MP cost when using a skill by 100%, i.e. a chance for each skill casted to cost 0 MP.
Level 1 - 3% chance for a skill to use no MP when casted.
Level 8 - 10% chance for a skill to use no MP when casted.
Both Stage and PvP: Unreliable, skip. Frankly, level 1 is too low of a chance for it to do anything drastic, and level 8 takes too many points for it to be worth it.
Everyone else listed in my other gui-oh wait, that's everyone, huh.
Just a quick write-up for now, I'll prettify it later. Feel free to reply with comments/criticism/whatever.
Fixed S-charge value from 1/8th to 1/7th, clarified Mana Extension.
Some more structure and base or something.