The only interesting choice Oracle has is at level 70. Every other talent level has either 1 or 0 interesting choices. It’s a bad class. Not the worst class, but it’s more like a D-grade common.
It’s not an unknown problem, we’ve been over and over and over how unsatisfying the class trees are.
I don’t like the notion, though, that every talent has to directly benefit SPECIFICALLY Divinion Fields or Centaurs. If a class can strongly synergize outside of that realm, it can be considered flexible and that’s a good thing. Unfortunately the only “flexible” talents in the trees are very limited.
In this case, it’s not “they affect the wrong thing” that makes Oracle stink. It’s “that they are garbage”. Let’s talk about just what you brought up:
All Divines gain 2 life/turn. The average skull/ability hit ranges from 25-30 damage. Many abilities hit multiple troops. This ability will only save you from one hit in a game that runs at least 12 turns. It’s too slow to be relevant. The only time this talent makes any sense is in conjunction with Priest, where you can gain 4+ life per turn passively and even more with the right looping team. That’s still “I can tank one skull hit per 6 turns”.
Constructs gain 10 life. See above. Unless you’re in Arena (where this doesn’t work anyway), there’s no scenario where you get excited about +10 life triggered once.
Stryx gain 1 attack per turn. If there is a skull damage Stryx team, this helps. But it’s still slow. Even if that team has damage “boosted by my attack” with a 3:1 ratio, we’re talking 4 turns before you get +10 damage.
So the only talent that could potentially present an advantage here is the Stryx one, but the team that would benefit both doesn’t exist and is blatanly OP.
That’s not “flexibility”. That’s “a victim of classes being assigned random trees that were generated with no consideration of synergy.”
I’ve got a lot more data, this is a project I’ve been working on, but something else in my life has made it unwise for me to work on that hobby project at the moment.