Herbalism and fletch are already the only reasons to play a scout. Skinning used to be the third reason. They have always been the 'trade skill' class, aside from scribers brewers and enchanters, the other trade skill class.
Scouts need more ways to PK and PvE, not more ways to give useful affects to non-scouts. They're already good on that.
If herbalism should be expanded, add some risk-reward. Go to dangerous / hard to access area, get an herb that almost compares with a brewed potion.
Put some baller herbs in reef areas, around volcanoes, etc..
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