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Rajh is the final boss in Halls of Origination heroic and the Construct of the Sun. He's the last thing standing between you and a successful completion, so get yourself prepared. For this fight, you're going to want to coordinate all players who are able to interrupt, as many of Rajh's attacks can be prevented. If he manages to get an Inferno Leap off, make sure to get away from his target. Any Orbs of the Sun that pop should be killed quickly. The Solar Winds cannot be interrupted, and should just be avoided.
If you've been lax in your interrupts, Rajh will run out of energy. At this point, he moves to the middle of the room and begins to recharge, damaging everyone in your party in the process. However, party members will find themselves with a bonus to damaging abilities--that will help keep the length of the fight limited. Once he's down, feel free to loot, dance and otherwise celebrate. At least, until the next time you're here, when you get to be the Halls of Origination guide.