The question is simple. What research project(s) did your org go with, and what was the reason for pursing it? This could be some valuable information and feedback to the system if those maintaining it know what powers seem most attractive to their players, and making the lesser used paths more appealing. If you took Harmony specifically for Time Sickle, state as such, even if -every- single org says this. Let the conversation commence, and please be courteous! If your org hasn't fully decided yet, list the ones you have chosen and the reason, please.
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The Knowledge powers don't appeal to me:
- Mana costs don't usually make much difference to me.
- I can cap mana regen without the extra 3/13 and if I'm getting targeted for mana drain by a group I'm probably going to die even if capped.
- 5ap for an hour of double essence power contribution seems pricey.
- I don't cut gems, do alchemy or forge.
- I have enough ways to teleport around the Basin that the travel power doesn't add much. The new players who'd use it more probably have better uses for the 10ap it costs to activate it for a month (RL day?), if they have 10ap at all. PATH TRACK is really really good, especially with decent celerity.
I like three other types and the projects themselves, so I'm happy to use knowledge anomalies for an eventual source of archpower.
I wouldn't recommend Knowledge over any of the others, though I might be missing something.
Celest took Knowledge.
EDIT: and if the guilds in question can even afford the upkeep costs.