The Nexus, By Taws
This area, aside from being fairly small (as compared to some of the giants like DragonReach or DragonFlame), is quite packed with both interesting mobs, situations, and descriptions, as well as some fascinating Equipment.
First about the layout (since it's rather unsual to see an area of this type): It's arranged in a + pattern, with a central room, and 4 "sub areas" shooting off from it in the east-west-south-north directions, and a blacksmith/shop down (exit is up). Each of these "sub areas" might acutally be a reasonable area in it's own right, if a bit small; and each one has a distinct and logical theme it sticks to very well. North is the "future" area, which has gansters, cops, and fitting weapons and armor; south is the near past, which has knights in armor and mages. East is the Far future, which has mutants, a hidden city, and some pretty cool gear. The west is the Distant past, which seems more or less bereft of gear, and seems not as "fleshed out" as the others.
The descriptions on everything are gorgeous, and the "addressing name" of items is logical and reasonable; i had no problem picking up and using any gear which was within my level range. Everything is well named, well described, and is logically placed, particuarly in the near past sub area. Weapons and other EQ isn't overly named, and is named so you can get a clear picture of what it looks like without straining to much, or being spammed just by using it.
The area is "Difficult but doable" for a lone player; charmies can throw this balance off, making the area seem "easy", as does being over the ascribed level range. It does a good job of being "right on" in terms of difficulty for the levels it was designed for, in that it's very very difficult for anyone lower and very very easy for anyone higher. Mobs are also nicely eq'd - almost everyone has SOME, so you'll not have to kill them for nothing.
There are loads of weapons here in the 55 - 60 range, and one (mediocore) level 65 weapon. Some of the level 60 weapons (notably the Revolver) are quite good, and fill in a gap often left empty by area authors. This area also gives some more options with daggers, in the 55-60 range (both flagged and un), and a level 60 flail, which is unflagged, and a worthy replacement for the Jointed Flail for necromancers and fantatics from level 50 to 70.
"unusual" is the way to describe some of the equpiment and it's effects; for example, there's a level 55 throwing knife, that you can only throw (a handy thing for assassins), and a "bracelet of magic resitance" which has no armor affect - save against magic, which it excells with -15 to against magic, and some saves. Most of the "unique" items are interval pop (it took me 10 or so tries to get the Bracelet) - repeat visits may be necessary.
As for which classes I think will most enjoy this level, I'd recommend it for a level 55 or so necro with full charmie contingent, and perhaps an elementalist. Fanatics will have an interesting expirance, as the Master of Time is just that - a Fanatic. I'd not recommend this one for Crusaders - to easy to get dead :)
Thanks,
Baal