Alternatively, you can have one of the tanks escort your first set out. That means when the second set goes out, at worst only one of your previous soakers could get chosen again. It would be rare for it to happen, but we have one of our tanks escort people out every single time, simply because they don't add a lot of DPS and are a constant. Also no matter how much they suck, there is 0 chance your tank dies unless he runs into 5-6 spores.
There is nothing happening for the most of the raid, but there is a lot happening for the people with the debuffs and their escorts. You are basically taking 4 people out of the fight for like half of the last phase - the need to constantly dodge prevents them from doing meaningful dps, but adds additional risks instead. With your approach you do end the fight with 2 more people alive, but the benefit of that is fairly questionable considering you are minus 4 people in the start of the phase, when presumably bloodlust is up and the raid's dps is at its peak.
That's bullshit. Let's break it down -
First: The people who has to go die are ENTIRELY lost during bloodlust anyway. You lust as you enter the phase, get 15-20 seconds of lust, and debuffs go out. These 2 people now have to go die (preferably to spores), but 2 other people still have to follow them out until they die, or they'll pulse the raid dead (unless you've found a way to kill them in under 5 seconds). Net result:
20 seconds of lust on entire raid.
10 Seconds of helping two people die for 2x people.
2 people losing bloodlust for 20 seconds because they had to die.
Down two combat resses.
The other approach is 4x people losing lust for 20 seconds because they're running out helping - but ultimately, what you're gaining is lust on 2 people for an extra 10 seconds, because dead people don't benefit from their BL anymore. Likewise, there's a good 5 seconds between having to walk from one side to the other to dodge the solar collapse for each team; PLENTY of time to do atleast SOME damage. We also send our second tank as one of the two people "handling" helping them out, because 1: He does very little damage compared to a DPS under BL, and 2: He can't get the second call of night (because he's a tank), so you won't end up with 2 call of nights out there for 5 seconds.
For the other debuff, we've been sending hunters (because semi-mobile with our legendary gloves+moving immunities etc in "oh shit" cases, a long with being "done" with our burst window after 15 seconds of trueshot in the last phase, so right before the debuffs spawn), OR when our monk is healing, we send him - he does no DPS, can't be targetted by the debuff as he's technically a melee, and the only healing going on for the first 45 seconds is 1x round of 3 plasma orbs, tank healing, and maybe some slight pulsing from the two second debuffs before they die if they speed-boost out of the raid. Any healer works well because of the laughably low healing requirement under bloodlust, but paladin is spamming the tank just incase, so monk is the best choice.