If we only take into account an area theme, then the Desert is my favorite. It feels like a vast, dry ocean with an oasis in it. Maybe it's related to my previous experience in camping for marid in S3.
Other area characteristics depend on who I am playing and my goals.
I've played a warrior more, than any other class, and here are my favorites for different levels.
Warrior soloTiger Glen
- nice theme and descs
- small mobs to hack at lower levels.
Autumnal forest
- nice theme
- Thick expy mobs to chop with a warrior, very short runs between them.
Cons:
- the kender is annoying, since he steals items from the inv
- the aggro cleric is annoying too, since he wanders, is sanced and blasts.
Sakura
- a variety of mobs to progress through ac/levels: archers, swordsmen, possessed travellers, slimes
- a condensed area, means little running
- corpses add the adrenaline running, though if they catch you, it sucks, because they drain your strength.
Ogres
- a variety of mobs for similar ac/difficulty
- some mobs dont need webbing.
Cons:
- hard to run to, unlikely to get a recall/raise, even if someone knows you are there.
- does get boring killing the same mobs over and over. This makes me prefer Lyme solo.
- guards bash, which wastes mvs on entrench. Very annoying and probably doesnt add much exp to the mob.
Desert
- few people know solo mobs there
- danger makes the place interesting
- the area is very detailed, lots of rooms, fascinating descs/scenery, etc.
Cons:
- the aggro sultan makes travelling annoying.
CK
- great solo exp, if no one hits it.
Cons:
- great exp comes at a price of a possible death, if screwed up.
Have no idea why soldiers were nerfed there, now it's just another exp area, not the first place to go to.
For a thief:
Infirmary - great exp from the lung patients/poxes, with some risk.
Xanth
- nice area theme
- nicely designed stab/blast mobs
- the ghosts are well done: low hitroll, blast proc, great exp
Cons:
- Just dont aggro the patrol or the bush. Ruins the easy run.
Crypt of the Yuan-ti
- lots of trigtraps
- nice exp for the effort
- aggro mobs to keep you on your toes.
Areas favorite for leadingDemonWeb:
- a huge area with nice descriptions
- lots of exp mobs to hit of various difficulty
- includes a regen mob
- pops nice EQ
- is dangerous enough to make it interesting
Cons:
- an insanely long run through aggro mobs. Forget invis/fly and you are toast.
Moria:
- a nice theme with a familiar background story
- a huge area with nice exp mobs to hit - dwarves, custodian and king/queen are great
- the Smaug egg trigtrap and the slippery staircase make it interesting
- lots of dangerous things to keep in mind, such as wargs/orc guardian/Shelob, keep you on your toes
- lots of eq, though most of it is cps
- also, nice solo exp for 2-5x40. I enjoy soloing here much more, than leading, because I can walk as fast as I want and no one minds the extra tts.
Cons:
- there arent as many exp mobs there as in other areas, compared to DWeb. It might compared to the amount of mobs to fiends, but the runs in fiends are much shorter.
- the runs between mobs are longer, than desired, - you need to run through the ladder twice to attack Smaug - and often through underwater/fire/extra damage. I don't mind, but it reduces exp/hr, so people don't like this, I think.
- it takes time to switch between Smaug - ether mobs - and solids again
- have to kill balrog and then walk back to custodian to kill it, since you can't open the gate without custodian, even with a pass. It's possible to ambush the skeletal dragon for solo, but for a group it's unrealistic without a gatable spot beyond the custodian. I should set a beacon at the baths and convo for the custodian, I guess.
- lots of danger and specifics demand from people to pay attention, which they rarely do. Diff mobs hit different amounts of damage, the Smaug proc makes them run around the place - through the shaky ladder, etc. People just don't like this, because it throws them out of balance, they need to actually do something other, than rely on autoblasting/autohealing/autorescuing.
- some of the eq there is outdated: +hp +hpr eq for it would've rocked in mid S3, when I sent these suggestions, but now it's almost useless, except the sardonyx ring - it's the best in slot ring for valkers. The -1.1 +3hpr ruddy scale shield forge is questionable as well: too much effort for +20 fire resist, since it's not the bis shield.
- the crystal helm is hard to forge w/o killing Tiamat, which no one does these days. Get more players, fix Tiamat?
All in all, people would tolerate it, if they know they'd be getting awesome exp or eq there, but overall the runs there are meh, because I'm moving slowly there through trigtraps, using a mine pass, cast mass wb, etc. Which is why I'm doing Moria after Dweb/Ettins/Fiends/UD2 and usually skip Smaug due to his proc and the ladder tt.
Ogres
- the large mobs there are awesome exp
Cons:
- there are too few of them
- the run is long, unless you are a hoser.
UD2
- a very condensed area with lots of great exp mobs. Great for nocap runs.
- it's a nice variety from a typical jungle/cave
- even the run through a beholder is not as annoying,
because it is a short one.
Fiends
- lots of nice exp mobs
Cons
- mobs they are thick and hit well, so it's the 3rd exp area I hit on SS
- the run is really long. I think it pales in comparison with the DWeb run.
Upper Dweb
- lots of great exp mobs in a very condensed area
- mobs here are a bit thicker, than in UD2, I think, but exp is nice, too.
No cons, unless you count that you need a larger group to kill here.
The Mount of Mordi
- again, lots of exp - so good it's worth doing in nocap days. Comparable to UD2 in this regard.
Cons
Very easy to roast newbies, though killing the leopards is as easy. Some newbies die at Ithaqua or require lots of mana to keep alive.
Ice Glen
- a nice theme
- good xp mobs
- nice eq
Cons:
- too few mobs for the amount of rooms
- eiroks/neiroks are annoying and probably don't add exp to the other mobs.
Dragon Mountain
- a huge amount of mobs
- a variety of mobs to hit for different group sizes, starting from 2-3man to huge.
Cons
Very easy to roast newbies at the queens.
Saurian Frontier
- lots of mobs with insane amount of exp that you can chop.
- mobs vulnerable to an element is a nice touch: I'd love to see more of these.
- safe runs between the mobs
Cons
- the area requires lots of people, especially, the diplodocus.
Volcano
- a huge area with different mobs
- the paths between exp mobs are short, but indirect
Cons
- mobs there now are way too thick with high damage *and* hitroll - regal/armor/weaponsmaster - they drain groups fast, compared to Castle/Tomb/Dmount. I'd even prefer male black dragons to the volcano mobs. Panther/wizard are ok, more or less. Chert beast is nice, but small.
BH Castle
- alchies are great exp
- great for 1x40 solo
Cons
- it's been run to death.
Honorable mention: Ravenloft
I really like the theme of the area and it used to be awesome exp in early S3, but now Georgi/Ivan just hit just too well and are so thick they aren't worth it. Georgi's robe is now almost useless, compared to drachma robes and firebane. Give it +30 fire resist, maybe?
Ravenloft is still ok exp for thieves/monks and 2man, though barovian wolves are thicker, than a typical stab/blast mob.
I like the chinchilla guardian and Salazar for exp. If you want to make good 40-50m exp mobs, look at these.
Also, I like soloing huge mobs with other mobs. This practice seems to annoy imms, but it's nice to use your skills and pets to make mobs with earthquake or flame/frost area to fight others. Given that it's very dangerous, I think it compensates the exp/eq gain. You can only do it once per repop, too.
I think it pays to add more mobs, where people have to use their wits to kill them, rather than rely on brute hack & slash, which is boring.
So, as you can see, I like areas that have:
- lots of mobs
- mobs are great exp:
+ moderate thickness, average hitroll so with debuffs, don't hit tanks as often, high damage is ok as long as the hitroll can be mitigated with ac/debuffs - Salazar - you can also bash/stomp him. UD2 mobs except Kalamari.
+ thick mobs with low damage/low hitroll, so you chop these - Ankylosaurus, red sash in Dweb, chinchilla guardian
+ being bashable makes the mob so much better even with high hitroll/damage - Salazar.
+ no annoying procs, such as toss/oven, mass web or paralysis.
- short runs between mobs
- safe runs between mobs
- less tts and complications for grouping, more for soloing
- nice themes that are different from a typical jungle/cave and not necessarily include a blood-thirsty cult.
Good procs for mobs:
- lightning proc
- cleric/mage type
- kick 70% bash 30%
- immune/resist to one element: fire or ice
- disengage
- vulnerable to an element or dispel evil
- enrage at awful
- demon bind proc.
Bad procs:
- high % of bash to non-tanks - just messes with the group and rescues
- webs, especially through resist webs - Lolth - slow down the group
- resists to fire & ice at the same time
- disappear - Wurragurr/Hrio - slows down the group
- toss/oven people other than tank - makes ppl lose exp
- paralysis.
Also, I like the mobs that hit well w/o debuffs, but start missing after debuffs. Red and green dragons in dmount are a good example. BH castle and Tomb king/wolf lord, too.
Sometimes it seems the mobs weren't tested for hitroll and debuffs just dont do anything for them. And the exp on some of these mobs isn't great, either.
I may have other areas I lke, but this is all I could think of atm.