I wrote an entire post breaking down this exact issue. Warriors have the most amount of damage points (27 points, 56% of their total points) in there class tree while also having the least amount of utility points (9). As shown in the table below:
Class Talent Tree Comparison - TWW (Alpha)
Classes | Damage Points | External Healing Points | Defensive Points | Utility Points | Mobility Points | Total Points (Excluding Starting Points) | % Damage Points of Total Points |
---|---|---|---|---|---|---|---|
Warrior | 27 | 0 | 8 | 9 | 4 | 48 | 56.25% |
Paladin | 22 | 7 | 6 | 10 | 3 | 48 | 45.83% |
Rogue | 19 | 0 | 9 | 9 | 5 | 43 | 44.19% |
Hunter | 22 | 0 | 11 | 12 | 6 | 53 | 41.51% |
Druid | 20 | 4 | 13 | 13 | 2 | 52 | 38.46% |
Demon Hunter | 16 | 0 | 11 | 15 | 3 | 46 | 34.78% |
Evoker | 13 | 7 | 8 | 19 | 5 | 51 | 25.49% |
Priest | 14 | 17 | 9 | 15 | 0 | 55 | 25.45% |
Death Knight | 10 | 0 | 19 | 15 | 2 | 46 | 21.74% |
Warlock | 11 | 0 | 23 | 13 | 3 | 51 | 21.57% |
Monk | 10 | 6 | 9 | 17 | 8 | 50 | 20.00% |
Shaman | 9 | 4 | 8 | 25 | 8 | 55 | 16.36% |
Mage | 7 | 0 | 17 | 18 | 9 | 52 | 13.46% |
Even if they could grab all of their utility in the class tree, their utility kit is significantly weaker than every other class in the game when it comes to dungeons. I think if they removed some of the damage points or combined them somehow through creating choice nodes and then replaced them with utility talents, a lot of issues with the class tree would be solved. I made a bunch of suggestions in my post and I went into more detail, but it is long so I didn’t want to post it here.
I’m not sure if you are referring to the utility in the hero talent trees, but I think if the class tree had more utility, there would be less of a need for the hero trees to provide utility.