This is for everyone, anyone without knowledge how Magic works in general and in deept on Mabinogi pre Genesis that starts a Mage(and doesn't rank WM to 1 from the start) is a gimped Mage.
But I do have a few things to say about what was posted.
I do like the idea of improving Meditation at least by a little bit, but I also like how mages currently function, and I don't find it to be a problem that MP pots are so essential. It is a hard path to take, but I find it very rewarding.
Aus already suggested a way to deal with Meditation being "fucked" his post is in the forums
https://mabinogi.ir/thread/597-mana-crystallization-to-make-mana-evap-less-suffering <- link here.
But I do agree what Meditation COULD be improved, but this isn't something easy to do, so a "safe measure" to deal with this would, implement Ausar Idea.
Here are some tips that I found useful when I was still an upstart mage.
1. Solea caves are a nice place to hunt for mana herbs. Minimal, very easy combat, so you won't have to traverse a dungeon in hopes of finding one or maybe two patches. You'll find other herbs and ore, which can be frustrating when you only want mana herbs, but health potions are never terrible to have, and making stamina potions can help you rank potion making I guess. This method doesn't rely on you having an herb pig either, nor dealing with its limited mana pool.
No, no they aren't even for a starting Mage with WM at rank 1(remember what I said? no WM rank 1, gimped Mage, if you want to start Magic, go rank WM to rank 1, you will tank me later.) Solea Caves are good after you have skills rank rA/9 for mana herbs(or any other type of herbs) Rabbie spamm for MP 30 for a bit, and then after obtaining a Herb Pig from Shyla, you are game to get more herbs then you would get on Solea.(you can get 2 pigs if you have enough MP 30 pots and once one runs out of time, start with the other, this will could you 140 red fomor coins if Im not mistaken, but those coins you can make it, with a bit of money too in the mix by doing rabbie spam for the MP30 during the WM training.)
2. If you don't have your transformation skill, work on getting it. If you raise the rank of the transformation skill that increases your MP, transforming will not only increase your maximum amount but also give you a bunch of MP to work with. This has been very helpful for me when I either lack MP potions or don't feel like using them. Use it wisely and it will greatly cut down on your need for MP potions. If you are a human, Dark Knight is the ideal option for becoming a powerful mage.
To this one I got nothing to say, is indeed a good tip.
3. Work on a combat pet. If you're an upstart mage, using magic is generally going to be your only option for combat. However, some enemies you end up facing may very well not be worth the MP to kill them. Let your pet help you take care of those mooks, so you can save your MP for the harder fights.
Depends much of the situation, there's certain situations a "combat pet" like you called it, can kill you.
As a Mage, you should always have a side weapon set, be shield+mace or Dagger(dual?), and you should only use your wand on dungeons that deem it worthy of using it.(spare on repair costs) remember that WM can save you a lot of trouble too.
4. Once you have your bolts all ranked to r1 (or have ranked to it and then skill reset, either one), your first goal should be getting Thunder. Ideally, rank Thunder up to Rank B or higher. With enough Intelligence and rB Thunder, you have a good shot at rafting effectively. If you can raft and acquire between 28 and 30 stars (and no more than that), you can earn 10 mana herbs each run. The better you get at Thunder, the easier it will be to reach that goal.
This, is a wrong concept, you should focus on deciding the type of Mage you want to be, mind you, in the end you should rank everything if you want to be a Mage, but the ideal way for me to rank Magic up unti now been "Rank WM to 1 - Rank Bolt(s)(any type of bolt, I do advise Ice Bolt tho or Firebolt) to 1, focus on magic Mastery/Meditation/Mana Shield/Healing(Party Healing if you feel like it) mind you, you shouldn't ignore the other combat skills that CAN save you, Counter Attack/Defense is two of them, combat mastery increases your HP too, so is worth to considering if you don't want to rank a bit on that one too.
5. Don't forget your lovely mana tunnels. Hop on over to one if you run low on MP and can spare the time. If you end up needing to wait for a continent warp, you could always go to Shyla for a beeswax wing, which can help you hop continents, though it costs 10,000 gold per wing.
mhm mhm, Agree, but if you grind enough Rabbie Basic/SM's you wont have enough trouble with money(and XP)
6. If you're going to make your own potions, don't forget to raise production mastery. The stamina isn't particularly helpful, but the increased chance in a successful mana potion is very much worth it. The less mana herbs you waste, the better.
this should be a priority, prod mastery tbh, because you'll need Stamina in order to rank the other combat skills to a decent rank to survive even as a Mage.
Lastly, though it has been mentioned over and over in the forums, I'll say it again for consistency. If you're just beginning the path of the mage, you really don't need a wand. The repair cost will eat you alive early on, and the benefits you get from it won't be worthwhile. Plus, swapping out of your wand will cause mana evaporation, so for someone who is struggling with MP pots, this can be a huge hassle.
There's a reason for that suggestion Ausar posted, not only to help starting Mages but to help everyone in the long run with the Mana Evaporation problems.
And Wands ARE worth at the start(specially if you are going fusion Mage) but you need to know well what you are doing to make the most of it.