This card has saved me countless times when I have been swarmed by hordes of enemies, and every time, I have destroyed them all and been able to achive victory when otherwise I would have been toast. The power of this is unreal, in solo or multiplayer. Not having to exhaust to quest is nice, but where this really shines is in the combat phase. Your sentinel/buffed up defender can defend the board, and then you can declare each of your heroes as attackers against each enemy. Really, the bad guys don't stand a chance. This card is absolutely unreal, and completely lifesaving. The fact that it is limit one per deck is a great sorrow, but because it has no victory points, you can use it multiple times with cards like Second Breakfast or Reforged. And even if you only use it once, it should save your butt.
Yes, there is the obvious drawback of having to keep the active location in play. This means, if you want to get full strength out of Path of Need for a round, you will not be able to put progress on the current quest by questing that round. That's ok, though, because it's the enemies I want to destroy. Scrying is critical to make sure you don't over-quest and lose Path of Need, but even if you don't have Henamarth Riversong or Firyal (or something like that) you can just quest enough to break even, because again, the really power of this card lies in what it brings to combat. Generally, unless you are playing something like Helms Deep or are on a stage where you don't need to get progress, you will only keep this for a round and a half. Usually what I end up doing is playing it during the planning phase, questing even or questing just enough to not cross the active location, wiping out all engaged enemies, then using it for one more quest phase after that, in which I can mass up progress (and inevitably cross the active location). And this is always lifesaving.
Overall, path of need is a thematic powerhouse, and the fact that it is limit one per deck makes it even more thematic (similar to cards like Black Arrow, The Red Arrow, or Justice Shall Be Done) If you have leadership in your deck, consider putting this card in. It's expensive, but it might just save your life when you're swarmed with enemies and trying desperately to squeeze out a win.