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Rajh Halls of Origination

Rajh is one of four construct bosses featured in World of Warcraft's Halls of Origination dungeon.  Although the four constructs can be done in any order, Rajh is technically the "final" boss of the instance for LFD groups, so it is advised to do him last if you're traveling with random companions to avoid the possibly of people leaving before the instance is complete. 

Rajh is remarkably easy for a final boss, on both normal and heroic.

Rajh Normal Difficulty:  Rajh is a standard tank and spank with a few twists.  Fire tornadoes will roam about the room and should be avoided, and players should attempt to land their interrupts on Rajh's sun orbs.  The real ability to watch out for is Rajh's leaping inferno attack, this should be paid close attention to and avoidance should be the highest priority for your ranged DPS.

Rajh will occasionally move to the center of the room and begin channeling pulsing damage - This is unavoidable, so your healer will simply have to expend resources to keep everyone healthy.  Rajh is particularly vulnerable during this phase,. so your DPS should take advantage of this and hit him with everything they have.

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Rajh Heroic Difficulty: If your group has gotten this far Rajh should pose no problem at all, as he is one of the easiest bosses in heroic Halls of Origination.  An inferno leap can potentially one shot one of your group members on heroic difficulty, so ensure that your DPS is spread out and paying attention to Rajh's only dangerous ability.

Rajh is the seventh and final boss of the Halls of Origination, and arguably one of the easiest in the dungeon.  Like all final bosses in Cataclysm instances, Rajh bestows two pieces of loot.

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, Online Games Examiner

Daniel Tack has had a lifelong passion for online games and game strategy. Daniel consistently plays multiplayer, online games at the highest levels and stays at the forefront of new developments in the field. Daniel regularly plays competitive MOBAs, MMORPGS, RTS and FPS. Daniel covers online...

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