Somehow, when paladins have 60% of their healing as HL, or shamans have 60% of their healing as LHW (pre-3.0.8) or CHeal (post-3.0.8) ... it's somehow ok. But priests having 50% of their healing as CoH is broken.
And now we have Flash Heal as our primary heal. Paladins spent two YEARS convincing Blizzard to mix up their toolbox a little so they weren't FoL spammers. How long is it going to take us to get Flash taken off its status as our primary heal? Flash heal is a bad spell. It, much more than "facerolling CoH", promotes bad playstyle. You spam little heals all over the raid, sniping HoTs and generally doing all the things that people wish paladins hadn't done, in the era before they became the preeminent tank healers.
And this whole thing of priests accusing other priests of binding every key to CoH. Come on. Stop being idiots. There were very very few priests who facerolled CoH. I used it a lot, sure. But that's because it was the right tool for the job. If 3 or more people were down 2k+ HP, CoH was the right spell to use. Right for efficiency, right for HpS, right for raid healing. It's not like I was somehow breaking the game by choosing the right ability for the task at hand.
Some of you are way too quick to defend Blizzard's position on this. The issue was not that CoH was 60% of our healing at the top end. The issue was that we were getting the lion's share of the raid heals, and shamans (esp) and druids were feeling left out. There are a multitude of ways to fix that problem without directly nerfing our only effective *raid* healing tool (PoH being a party-only option at this point). Even changing Divine Providence to be something like Tidal Waves would have gone a long way to solving the problem.
(for those who don't know the talent, essentially think if using CoH proc'd a buff that increased the healing on your next two GHeals or Flash Heals by some amount while also giving haste)
Essentially, give us a reason to not cast CoH; don't directly nerf it so we have no choice.
Anyone who cannot cope with mathematics is not fully human. At best he is a tolerable subhuman who has learned to wear shoes, bathe, and not make messes in the house. - R.A. Heinlein
A raid healer should not have to depend on someone else to cover the raid because they're out of cooldowns to effectively heal a group besides their own. Naxx.10 is run with 2 healers. Formerly, I could not only solo heal the raid, but also offheal the tanks at the same time. Now I cannot. And a shaman can't keep up with the raid damage either in some situations because of the nature of CHeal being cast and limited targets.
Basically, think back to Sunwell. CoH wasn't really a raid healing tool; it was a raid HP stabilization tool. You used it to slow down the incoming damage so the CHeal could top the person to full (think Twins, M'uru, or KJ). Now we don't have that tool.
It just means the encounters in the future will be less interesting as a result. If they aren't, they promote shaman stacking. /shrug
We're still able to heal, no argument there. If they fix Renew to scale properly, and fix our Hymns, we'll be in ok shape going into Ulduar. At the moment, however, I would never ask our guild to carry both holy priests in a challenging encounter. We'd be far better off bringing another shaman in that spot (an extra Mana Spring, + spammable raid heals) or a druid who can roll HoTs on a tremendous number of targets.
[e] Comparing Flash to CoH is a bit of an interesting statement, btw. CoH was ~ 10k HpS. Flash is ~ 4.3k, and single target only. I'd much rather hit 6 people who just took damage with a stabilization of 2k HP than Flash one of them and watch the other 4 dip even lower. It's the first time since ... start of TBC, really ... that I've felt like raid damage was out of my control. Even the original version of CoH could be group-targeted and stabilize whoever you wanted it to. Smart healing isn't necessary; having a tool to do the healing is.
Healing is a team effort. Period. Going into a raid with a holy priest(s) provides the opportunity to discuss the CoH nerf with the other healer(s) and work on solutions to given instance's healing situations. The fact that you and I can solo heal Naxx10 pre-CoH nerf, and now you and I can't doesn't mean anything except for the reason why CoH probably *did* get nerfed in the first place--it was simply too powerful, and it was getting abused on a grand scale.
I can't help to think that you seem to keep pigeonholing our role. X heal = Y situation, X healer = Z role. Granted, on fights like Sarth25+3, we do need to have individual roles and stay on certain targets. However, priests have the versatility to adapt to different healing situations if needed, by respeccing within ones tree or even speccing into a disc role. In the end it's a group effort and you work with what you have. Priests' adaptability to different roles is still great.
CoH is ~10k instantly.....once every 6 sec. Flash is ~4.3K HpS.....anytime, not including the SoL procs. Smart healing *is* necessary esp. with the nerf. This simply makes CoH a much more efficient healing spell.
Last edited by Omegaman : 01/22/09 at 4:51 PM.
Reason: fix'd qyote splitting
Not sure how to go about this, but I'd like to see some place where you guys can share WWS's of your current 25-man raids (and if you have) as well as your older raids. I'm very interested to see how everyone is stacking up; not just priests but other healing classes with their buffs/nerfs as well.
Not sure if it would call for a new thread but I have a bunch of spare time at work and enjoy looking at WWS parses. So if you feel free to share please do!
Sinndir,
I am not a content pusher by any stretch of the imagination. However I'll throw up my wws. I am still hoping there is enough interest in evaluating DA and Pw:S that someone writes a parser that will track some of the mitigation.
As my guild is starting to wake back up from early Wrath slumber, I'm trying to get 10man Sarth w/ drakes going, and I was looking for some input. This probably goes beyond the scope of this thread, but especially with the huge pair of handcuffs I recieved for raid healing, I'm trying to decide if I should even put myself in this group for the first couple kills.
I've been going back and forth on 2 or 3 healers, but right now am thinking of trying to go with one priest (myself as holy), a holy paladin, and a resto shaman. I'm looking at likely tanks of a feral druid and a prot paladin, and probably caster dps with possibly a dk to cover adds.
I'd been thinking of having the holy paladin put their beacon on the druid tank and then cover the paladin who I am anticipating will cover adds. Then either myself or the resto shaman would be on the druid tank full-time, along with earth shield, and the other healer primarily on the raid.
Any thoughts/suggestions on how I could improve this?
Basically, think back to Sunwell. CoH wasn't really a raid healing tool; it was a raid HP stabilization tool. You used it to slow down the incoming damage so the CHeal could top the person to full (think Twins, M'uru, or KJ). Now we don't have that tool.
It just means the encounters in the future will be less interesting as a result. If they aren't, they promote shaman stacking. /shrug
That's totally down to healing assignement and how you do it. We used Prayer of Healing as raidhealing on both M'uru and KJ and didn't stack shamans. I'd say that CoH v3.08 is still better than v2.4 (but that might be just me), while CH is still the same. Then again, if you can't get PoH to work, we're pretty terrible at raidhealing now compared to shamans.
Funny thing now is that paladins have so insane regen with 60% crit on HL (true story) and 32k raidbuffed mana that they can remove FoL from their bars and bomb the raid with 1,5 sec HL and never go OOM. But we all know that Inspiration is so gamebreaking that we need to be at 40-50% of a paladin's single target HPS and on top of that have to think about mana management and gear for regen. /sarcasm off.
Well, we ran 2 shamans for M'uru, and 1-2 on KJ. It wasn't really stacking. But I used CoH as I said: just to slow down damage until other people could top them up.
Just did Malygos.25 6-minute achievement with 5 healers. And wow ... for some idiotic reason, they buffed P2 damage. Still very doable, but definitely a challenging encounter for your average healing crew.
Anyone who cannot cope with mathematics is not fully human. At best he is a tolerable subhuman who has learned to wear shoes, bathe, and not make messes in the house. - R.A. Heinlein
constantius, you about summed it up for me. I just did Naxx 25. And yeah, of course it's possible, so I just sound like I'm whining. The point isn't that we can't raid anymore. But it's boring.
I was down to 40-50% COH usage on an average night before the patch. I wasn't spamming it all night, I spammed it when it was appropriate. Now I feel helpless when the entire raid is low, and I get to stand there and try to flash heal everybody. It's like they took the hammer out of our toolbox and replaced it with a brick.
It was boring, and the fun of using all my tools and having them at my disposal when I need them is gone. :/
Just did Malygos.25 6-minute achievement with 5 healers. And wow ... for some idiotic reason, they buffed P2 damage. Still very doable, but definitely a challenging encounter for your average healing crew.
Yeah, it seems to have doubled or so. We eventually had to switch to 6 healers (another shaman) in order to almost get it (5 seconds late, bah). I had to respec shadow for the fight so I don't personally know what p2 feels like to heal, but it appeared to be quite taxing on all our healers. Definitely a challenging fight, I'd say 2nd to 3D Sarth.
Note that the scoreboard numbers are based on raw healing, not effective healing. As long as the raid takes long enough (bad dps, players died, undermanned), a holy paladin with lots of crit will always win this.
Witness a ranked paladin running 96% HL overheal on ... Anub'Rekhan. And another 83% from the glyph and 93% from JoL.
Totals:
1.932.138 raw healing
174.693 effective healing.
BTW: the tool counts this as "90.00%" overheal and "20.26%" effective healing. Watch your step when using this tool.
Originally Posted by Pewsey
Many of our snakes are 3m+ in size. They'll just take the lawnmower off you and beat the shit out of you with it to make you tender, then bite you and eat you.
Well, we ran 2 shamans for M'uru, and 1-2 on KJ. It wasn't really stacking. But I used CoH as I said: just to slow down damage until other people could top them up.
Just did Malygos.25 6-minute achievement with 5 healers. And wow ... for some idiotic reason, they buffed P2 damage. Still very doable, but definitely a challenging encounter for your average healing crew.
I'm fairly certain from doing the fight on 10 man tonight that the Anti-Magic Zones are not working properly (big surprise as they have really touchy hit box interactions as it is). Sometimes Scions of Eternity would hit me for the normal 7000, sometimes for 13,000. Usually 13,000. In the middle of the bubble. I'm pretty sure the same thing happened on one of the Deep Breaths as well.
My raiding experience post CoH nerf is Naxx.8 (low attendance so achievement-whoring) and Naxx.25 (with a semi-Pug, raid being composed of my 10m raiding guild and decent geared alts/friends of a top server guild, so the gear might not be the best but at least people know what to do).
If you look at meters
(Good) holy priest is still very much in the competition on overall. Neck to neck with resto druid in my case. Rest of the healers were more packed up under (aka I wasn't standing on top of the meters after 1st wing and staying there unchallenged), which tickled more my competitive sense and made my raiding experience better (more challenging). On a boss per boss breakdown, the order would vary according to each strength of each healing class and that was the most important change compared to before. And in the end it is a good thing because we are supposed to be "less good" on some encounters and more royal on others.
About the overall playstyle change
Like posted by several people, a few trash pulls were somewhat harder. But I don't think that's a bad thing. Tanks need to be careful of what they pull, people need to pay attention to where they are standing; it does not mean we suck at healing because we cannot cover for other people's mistakes. Reminds me of Felmyst: CoH helps you moving out but does not prevent you from moving altogether.
Less CoH spamming meant that the raid would be a little low on HP for a longer time which should advocate for better teamwork from healers (which is a very good thing in my book, healing should be a team effort) and a bit more of thinking (which again is more challenging). Even with a quite melee-packed raid, noone died from Frost Blast on KT (even if they sucked to link it to the MT once).
Compared to Constantius I do not think that "There were very very few priests who facerolled CoH." I believe there are quite a few priests who have been hiding their poor healing abilities behind CoH, but I do think very very few of those priests are using those boards (a little ego-boost for people reading this ^^), and the nerf is going to damage them a lot. But then I doubt we (players) have statistics to concurr with any of the point of views.
The real extra challenge from the nerf comes on fights that were supposed to be the most challenging (Sarth with Drakes, and to some extend Malygos), but I would expect people attempting those fights to be challenging-starving (especially with the easy entry Wrath content, and the quite long waiting time until new content (Ulduar) will finally come), so the nerf to bring some new level of difficulty for those.
It's been said here, and in the "Real Feedback about Healing Priests" thread, the real lack we have in playstyle is some sort of synergy between spells to be created (aside from SoL based on luck, and spell synergy to get out of the FSR), and that's what GC said they were looking into for priest (linked in the other thread) so that will make our healing a bit more creative.
As of now let us rejoice that WG lag was not fixed as this was the best thing to make Naxxramas (Laggramas) a tiny bit challenging before Ulduar comes!
Note that the scoreboard numbers are based on raw healing, not effective healing. As long as the raid takes long enough (bad dps, players died, undermanned), a holy paladin with lots of crit will always win this.
Witness a ranked paladin running 96% HL overheal on ... Anub'Rekhan. And another 83% from the glyph and 93% from JoL.
Totals:
1.932.138 raw healing
174.693 effective healing.
BTW: the tool counts this as "90.00%" overheal and "20.26%" effective healing. Watch your step when using this tool.
good point on it being total heals, but it does show potential healing, so it will depends how much more healing is required in future raids to what this means. I think we agree the dmg at the moment is not pushing healing.
As my guild is starting to wake back up from early Wrath slumber, I'm trying to get 10man Sarth w/ drakes going, and I was looking for some input. This probably goes beyond the scope of this thread, but especially with the huge pair of handcuffs I recieved for raid healing, I'm trying to decide if I should even put myself in this group for the first couple kills.
I've been going back and forth on 2 or 3 healers, but right now am thinking of trying to go with one priest (myself as holy), a holy paladin, and a resto shaman. I'm looking at likely tanks of a feral druid and a prot paladin, and probably caster dps with possibly a dk to cover adds.
I'd been thinking of having the holy paladin put their beacon on the druid tank and then cover the paladin who I am anticipating will cover adds. Then either myself or the resto shaman would be on the druid tank full-time, along with earth shield, and the other healer primarily on the raid.
Any thoughts/suggestions on how I could improve this?
my response on page 8:
Originally Posted by Halogen
i saw some talk of this in the beginning of the thread but little since then so i wanted to bring it back up.
our current strategy is that we have a paladin / holy priest healing.
- holy paladin on Sarth tank with beacon on adds tank
- priest on drakes tank tossing heals on the add tank whenever possible
- ele shaman / boomkin to help out on the raid healing end
once we have the first 2 drakes down and nearly all the adds we have a fury warrior tank the disciple with the boomkin / ele shaman healing. at this point the fight is normally trivial from a healing perspective.
once the 3rd drake enters the fight theres normally a 15-30 second window where the drake tank has 2 drakes on him. at this point i find myself tossing a GS up just to be safe.
just curious as to how others handle this fight at least from a healing perspective.
i personally just pom my tank nearly every CD (usually will jump to about 2-3 others after that) and circle when necessary (usually through myself). i just position myself between the melee / casters to ensure i get the most bang for my buck with that circle.
I am quite sure that paladins will receive some kind of mana regen nerf because the throughput they can sustain is way too high.
Probably. But I think they're leery of changing paladins now, because look how well that worked out in TBC. Paladins had an awesome synergy with shadow priests (especially on fights where they took damage, a mechanic that still exists, and applies in a large way to the fights that they dominate), got a major nerf to Illumination, and it took them almost a year to recover. Why? Because it was a heavy-handed nerf that didn't actually need to happen, based on a single tier of content with shadow priests wearing gear effectively 2 tiers above the level (FSW).
So while paladins do have near-infinite mana at the moment ... remember that they are also stacking int extremely heavily (i.e. up 1-2 tiers worth of content by normal gearing) and relying heavily on Mana Spring and Replenishment. Neither of those is anticipated to scale at all in the next tier, while the total amount of healing will. Paladins will be slowly forced to take Mp5 items (lowering their crit/haste, or at least keeping it static), and eventually will cap out.
I sincerely hope they do *not* nerf paladins. Yes, it'd be nice for them to have to worry about regen for once, unlike the rest of us, but that's just selfishness on my part. Leave them alone until we see Ulduar. If they're still blowing the top off the barn then, Blizzard will nerf them. To the ground, baby!
Anyone who cannot cope with mathematics is not fully human. At best he is a tolerable subhuman who has learned to wear shoes, bathe, and not make messes in the house. - R.A. Heinlein
Probably. But I think they're leery of changing paladins now, because look how well that worked out in TBC. Paladins had an awesome synergy with shadow priests (especially on fights where they took damage, a mechanic that still exists, and applies in a large way to the fights that they dominate), got a major nerf to Illumination, and it took them almost a year to recover. Why? Because it was a heavy-handed nerf that didn't actually need to happen, based on a single tier of content with shadow priests wearing gear effectively 2 tiers above the level (FSW).
So while paladins do have near-infinite mana at the moment ... remember that they are also stacking int extremely heavily (i.e. up 1-2 tiers worth of content by normal gearing) and relying heavily on Mana Spring and Replenishment. Neither of those is anticipated to scale at all in the next tier, while the total amount of healing will. Paladins will be slowly forced to take Mp5 items (lowering their crit/haste, or at least keeping it static), and eventually will cap out.
I sincerely hope they do *not* nerf paladins. Yes, it'd be nice for them to have to worry about regen for once, unlike the rest of us, but that's just selfishness on my part. Leave them alone until we see Ulduar. If they're still blowing the top off the barn then, Blizzard will nerf them. To the ground, baby!
The future gear will have even more sockets - they'll just upgrade their new items and gem for enough int to be able to hit infinite mana, then gem for throughput. I am not very clear how increasing iilevel will decrease their relative power.
They already are infinite now. They don't need more tools to be infinite, if anything it means that once they get better gear they will have to devote fewer slots for regen and even more slots for throughput.
Probably. But I think they're leery of changing paladins now, because look how well that worked out in TBC. Paladins had an awesome synergy with shadow priests (especially on fights where they took damage, a mechanic that still exists, and applies in a large way to the fights that they dominate), got a major nerf to Illumination, and it took them almost a year to recover. Why? Because it was a heavy-handed nerf that didn't actually need to happen, based on a single tier of content with shadow priests wearing gear effectively 2 tiers above the level (FSW).
So while paladins do have near-infinite mana at the moment ... remember that they are also stacking int extremely heavily (i.e. up 1-2 tiers worth of content by normal gearing) and relying heavily on Mana Spring and Replenishment. Neither of those is anticipated to scale at all in the next tier, while the total amount of healing will. Paladins will be slowly forced to take Mp5 items (lowering their crit/haste, or at least keeping it static), and eventually will cap out.
I sincerely hope they do *not* nerf paladins. Yes, it'd be nice for them to have to worry about regen for once, unlike the rest of us, but that's just selfishness on my part. Leave them alone until we see Ulduar. If they're still blowing the top off the barn then, Blizzard will nerf them. To the ground, baby!
If Paladins are doing such a large amount of overhealing now and being able to sustain it despite such a low amount of effective healing, having harder content which requires more healing will only result in their overheal going down though? They do not need to heal 'more' because they are already doing this and the only realistic way for their (effective) healing to go up is by less of it being overhealing.
For example if they did 10 million healing with 80% overhealing right now then that is 2 million effective, whereas they could still heal 10 million in Ulduar with that being only 50% overhealing which now means they have more than doubled their healing at 0 cost and 0 change to their spell usage or mechanics... soley on encounter demands.
This would require Paladin input but are they not also near haste capped on HL assuming JoTP, Light's Grace and typical raid buffs? this means they cannot even really push their mana consumption much further by gear and they are nearly at their expenditure cap which they can already sustain.
It's somewhat a common theme they have fallen into which is causing problems, reliable haste buffs heavily limit the ability to make good use of haste on itemization because you get so quickly softcapped. Similar things happen for DPS, ie Moonkins tend to not really need much crit because raid buffs and talents tend to keep them high enough that it is less effective to have more instead of other stats. Interesting synergy between abilities is nice but they should really keep away from haste or crit in order to salvage itemization issues.
What happened also in TBC was that damage went from tanks to raid.
Paladins were (and are) kings for tank-healing. But they couldn't compete for raid-healing againts shamans and priest (and even maybee droods, who could heal while moving).
Take also note that paladins have a lot of overheal, but that's also because they can't control a big part of their healing (Judgement, beacon). More damage won't mean for sure that this heal is more useful. This will depends a lot on the damage structure.
The future gear will have even more sockets - they'll just upgrade their new items and gem for enough int to be able to hit infinite mana, then gem for throughput. I am not very clear how increasing iilevel will decrease their relative power.
They already are infinite now. They don't need more tools to be infinite, if anything it means that once they get better gear they will have to devote fewer slots for regen and even more slots for throughput.
You also have to remember that they still have not introduced the finalized epic wrath gems. Just as in BC, they began introducing better gems about 2 tiers above the entry level raid content, it is very likely (and it is in the datamined files) that there are epic gems yet to be introduced in live WOTLK as well. This further increases the itemization possibilities for stacking int.
The future gear will have even more sockets - they'll just upgrade their new items and gem for enough int to be able to hit infinite mana, then gem for throughput. I am not very clear how increasing iilevel will decrease their relative power.
They already are infinite now. They don't need more tools to be infinite, if anything it means that once they get better gear they will have to devote fewer slots for regen and even more slots for throughput.
It's certainly possible, but it requires some playing around to see the int interaction alongside fight length+activity. Keep in mind that future gear will eventually break us from 4PC T7, which is also significant chunk of regen (which can be translated to an equivalent amount of int). If you want a point of reference on how powerful the 4PC T7 bonus is, you can check Endo's math here for short encounters: http://elitistjerks.com/1057023-post965.html.
Int is only one piece of the mana machine for us, another major piece is how illumination is interacting with base mana and the straight mana cost reductions that we have received via a glyph, and a set bonus. How slots can devoted to what will depend on the average fight length - see below.
Originally Posted by Playered
For example if they did 10 million healing with 80% overhealing right now then that is 2 million effective, whereas they could still heal 10 million in Ulduar with that being only 50% overhealing which now means they have more than doubled their healing at 0 cost and 0 change to their spell usage or mechanics... soley on encounter demands.
This would require Paladin input but are they not also near haste capped on HL assuming JoTP, Light's Grace and typical raid buffs? this means they cannot even really push their mana consumption much further by gear and they are nearly at their expenditure cap which they can already sustain.
20.6% haste from gear is necessary for paladins to hit haste cap on GCD, assuming full talents and raid buffs.
60.8% haste from gear is necessary for paladins to hit haste cap on Holy Light, assuming full talents and raid buffs. - This will probably be unattainable.
Harder content can mean many things. Fight length is the primary variable that is going to control our total output. If the fight is such a length that we cannot sustain constant HL spam, then we must cycle FoL. Things like replenishment, mana spring, and divine plea have static regen rates, however the other piece of our mana regen depends a lot on activity. When you consider activity, the mana regen model (and thus the throughput model) can change very quickly.
If I have time later, I'll produce a lot of rawr outputs of various scenarios to depict these various interactions and implications. I'll try to give a "best guess" on how future item upgrades can potentially influence things.
I would like to say first off, these forums are fantastic, some of the points and discussions are throughly useful.
I'm a fairly new priest, having only rerolled from a mage in WoTLK. I've used these forums a lot, for researching specs, gear, and playstyles, and it's been a tremendous help. I had a question for the more experienced priests regarding the Malygos fight.
My guild downed Maly last week for the first time, it was my first encounter with malygos and I found it to be a tough but very satisfying encounter. What I'm wondering is, with the new CoH / Wild Growth changes for Priests and Druids respectively, how are Priests handling the vortex mechanic?
Previously, i would use prayer of mending, along with CoH and use any SoL procs i would receive. I have not been back since the new CoH change, and I'm just wondering how priests who have been back since have handled vortex?
I was thinking I would have to pay more attention prior to the vortex and throw up renew's to try and offset less healing during the actual vortex?
My guild downed Maly last week for the first time, it was my first encounter with malygos and I found it to be a tough but very satisfying encounter. What I'm wondering is, with the new CoH / Wild Growth changes for Priests and Druids respectively, how are Priests handling the vortex mechanic?
Previously, i would use prayer of mending, along with CoH and use any SoL procs i would receive. I have not been back since the new CoH change, and I'm just wondering how priests who have been back since have handled vortex?
I was thinking I would have to pay more attention prior to the vortex and throw up renew's to try and offset less healing during the actual vortex?
What we do (run 2 holy and 1 disc priest in most raids) is just chain renews, and cast a PoM a few seconds before Vortex so it is cooling down while you get up there. Shield who you can and if it gets really rough, try to time a Divine Hymn 'right' before you go up. Renewing multiple targets during a vortex is possibly the best use I have seen for renew this expansion (so far).
My guild downed Maly last week for the first time, it was my first encounter with malygos and I found it to be a tough but very satisfying encounter. What I'm wondering is, with the new CoH / Wild Growth changes for Priests and Druids respectively, how are Priests handling the vortex mechanic?
Previously, i would use prayer of mending, along with CoH and use any SoL procs i would receive. I have not been back since the new CoH change, and I'm just wondering how priests who have been back since have handled vortex?
I was thinking I would have to pay more attention prior to the vortex and throw up renew's to try and offset less healing during the actual vortex?
I rarely ever CoH'd in vortex. A quick shield on low-hp targets, renew pre-vortex, and PoM pre-vortex/during vortex is enough to keep the raid up through the damage along with the other priest doing the same and druids throwing hots. It honestly isn't that big of a deal that CoH is broken during that phase at all, imo. Also useful is have one of the priests Divine Hymn on the first vortex, and the 2nd priests Divine Hymn on the 2nd. Helps smooth out the raid damage a little bit, however little the heal is. If someone is low on hp when the vortex is ending, you can throw a levitate on them also to prevent fall damage.