
I started at one and worked backwards... and sort of lost steam around number 5. So, apologies if 6-10's reasons and such are a bit lackluster.
10. Haukke Manor NM - Most of the dungeons below this are either straight meh, meh with some annoying aspects (Cutter's Cry's sand traps, I'm looking at you), or dungeons I do not like (Satasha HM). NM Haukke, at least, is simple, straightforward, and atmospheric. The need for keys lends a sort of Zelda-ness to it, and there's a little bit of pride from knowing where each key is and all the doors they can go to. Also you get to interrupt succubi with shield bashes, throat punches, or whatever other interrupt of choice.
9. The Sunken Temple of Qarn HM - Having interesting boss fights helps get it up on this list. Having interesting boss fights with mechanics that will either outright kill you or make things a lot more obnoxious if you ignore them puts it near the bottom. The mummy idea is amusing and interesting to hear about, but not so fun when you get nicked by a mummy or two and spend the next half minute or so hoping the rest of your party doesn't die without your healing/tanking.
8. Haukke Manor HM - You can go through it quick, and then suddenly you have a last boss where if you go too fast... you wipe. At least the other fights are more or less no-brainers, and being able to move quickly through it is always nice for someone who's been through the Duty Finder as often as I have. At least you can use "I'm too stronk" as an excuse for the last boss.
7. Amdapor Keep HM - Most of my love for this instance comes from being able to AoE so much to help out, and the fact that last boss is Voidsent Not-Kefka. The second boss was a bit annoying until I learned about the whole "looking away" bit, and nothing sucks more than when you (or worse, the tank) not noticing the marker over your head and you're making a mad dash to the statues. And those poison field-flinging flowers suck.
6. Pharos Sirius - I think the reason this one is so high up is that it's relatively short, all things considered. And that one boss before the last - Nemesis or something? There's something funny about having to turn to an FC mate and ask if the guy actually does anything considering how quickly the guy melts under fire. Also, the mobs at the start quickly let you know what sort of run you're in for in regards to your party.
5. The Lost City of Amdapor - As has been mentioned, interesting fights push dungeons up on my list. A first boss where I get to throw out "TASTE ME, GAZ, I'M DELICIOUS" is always a plus. Second boss is interesting, if a bit annoying if the stacks get dropped, and the last is my favorite summon from FF9. It's a shame his fight can be quite obnoxious to learn and execute at times. If it wasn't, it'd probably be higher on the list.
4. Dzemael Darkhold - This dungeon has a lot of interesting mechanics - and the fact that you can literally pull the entire first second and tank it in the light of the crystal in the last room is such an empowering thing. The bosses are interesting - even if the second is annoying - and I will never not enjoy emoting at Batraal when he tries to laser at me. /welcome, /joy, /huh.
3. Snowcloak - First and foremost, I love the music for this place. So relaxing and chill, a serene piece for an snowy area. Secondly, I really like the Yeti fight - you make snowballs and throw them at him! It's a unique and rather amusing way to beat a boss. The first one is a bit meh, since you get the frost stack sometimes when you think you've moved, but then you get Yeti and then Fenrir to wrap things up.
2. Wanderer's Palace NM - Tonberries! That more or less sums up my feelings about this, if I'm being perfectly honest with myself. The giant tonberry gives a sense of urgency to keep moving, but doesn't actually straight up kill you if you're lagging, with is nice. And then, in the end, you beat up the King and cleanse the Grudge of the knife-bearing little lantern peoples.
1. Wanderer's Palace HM - With the original at number two, it should come as no surprise that this one's up top. You get to help tonberries! And you can "speedrun" it relatively easily, with one delightfully dangerous but also quite cool one if you can manage to pull everything in that last hallway up to the second boss. And then you get to see the tonberries get their revenge in the end. Good times.
10. Haukke Manor NM - Most of the dungeons below this are either straight meh, meh with some annoying aspects (Cutter's Cry's sand traps, I'm looking at you), or dungeons I do not like (Satasha HM). NM Haukke, at least, is simple, straightforward, and atmospheric. The need for keys lends a sort of Zelda-ness to it, and there's a little bit of pride from knowing where each key is and all the doors they can go to. Also you get to interrupt succubi with shield bashes, throat punches, or whatever other interrupt of choice.
9. The Sunken Temple of Qarn HM - Having interesting boss fights helps get it up on this list. Having interesting boss fights with mechanics that will either outright kill you or make things a lot more obnoxious if you ignore them puts it near the bottom. The mummy idea is amusing and interesting to hear about, but not so fun when you get nicked by a mummy or two and spend the next half minute or so hoping the rest of your party doesn't die without your healing/tanking.
8. Haukke Manor HM - You can go through it quick, and then suddenly you have a last boss where if you go too fast... you wipe. At least the other fights are more or less no-brainers, and being able to move quickly through it is always nice for someone who's been through the Duty Finder as often as I have. At least you can use "I'm too stronk" as an excuse for the last boss.
7. Amdapor Keep HM - Most of my love for this instance comes from being able to AoE so much to help out, and the fact that last boss is Voidsent Not-Kefka. The second boss was a bit annoying until I learned about the whole "looking away" bit, and nothing sucks more than when you (or worse, the tank) not noticing the marker over your head and you're making a mad dash to the statues. And those poison field-flinging flowers suck.
6. Pharos Sirius - I think the reason this one is so high up is that it's relatively short, all things considered. And that one boss before the last - Nemesis or something? There's something funny about having to turn to an FC mate and ask if the guy actually does anything considering how quickly the guy melts under fire. Also, the mobs at the start quickly let you know what sort of run you're in for in regards to your party.
5. The Lost City of Amdapor - As has been mentioned, interesting fights push dungeons up on my list. A first boss where I get to throw out "TASTE ME, GAZ, I'M DELICIOUS" is always a plus. Second boss is interesting, if a bit annoying if the stacks get dropped, and the last is my favorite summon from FF9. It's a shame his fight can be quite obnoxious to learn and execute at times. If it wasn't, it'd probably be higher on the list.
4. Dzemael Darkhold - This dungeon has a lot of interesting mechanics - and the fact that you can literally pull the entire first second and tank it in the light of the crystal in the last room is such an empowering thing. The bosses are interesting - even if the second is annoying - and I will never not enjoy emoting at Batraal when he tries to laser at me. /welcome, /joy, /huh.
3. Snowcloak - First and foremost, I love the music for this place. So relaxing and chill, a serene piece for an snowy area. Secondly, I really like the Yeti fight - you make snowballs and throw them at him! It's a unique and rather amusing way to beat a boss. The first one is a bit meh, since you get the frost stack sometimes when you think you've moved, but then you get Yeti and then Fenrir to wrap things up.
2. Wanderer's Palace NM - Tonberries! That more or less sums up my feelings about this, if I'm being perfectly honest with myself. The giant tonberry gives a sense of urgency to keep moving, but doesn't actually straight up kill you if you're lagging, with is nice. And then, in the end, you beat up the King and cleanse the Grudge of the knife-bearing little lantern peoples.
1. Wanderer's Palace HM - With the original at number two, it should come as no surprise that this one's up top. You get to help tonberries! And you can "speedrun" it relatively easily, with one delightfully dangerous but also quite cool one if you can manage to pull everything in that last hallway up to the second boss. And then you get to see the tonberries get their revenge in the end. Good times.