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This page contains strategies for defeating Jarvia.
Having a rogue with Deft Hands is highly recommended for this fight, as Jarvia's room contains a number of high level traps. Ranks in Deft Hands and cunning for disarm are dependent on level of entry, but the difficulty is on the high side.
There are three tripwires between the barrels in the center of the room, and the back of the room is trapped as well, one tripwire on each side. These traps become very dangerous in Nightmare, even for a tank, so either bring a rogue or stay at the entrance of the room until the battle is over.
- (PC v1.04) The detection and function of the tripwires seems to be bugged:
- The tripwire in front of the barrel enclosure (facing the door) functions normally.
- The tripwires to the sides of the enclosure cannot be detected unless you trigger one of the tripwires going up the stairs. These tripwires will trigger when you enter the barrel enclosure, but not if you are exiting from the inside. Leliana can sometimes detect these even if the Warden cannot.
- The tripwires to the sides of the room, just up the stairs, cannot be detected by either a rogue or by using the Blizzard spell. These trigger from either direction. They can, however be detected from behind. A workaround is for Morrigan to use her Shape Shifter ability and enter the Swarm form, which does not trigger traps. Have her move solo to the hideout exit and thereby allow the entire party to leave the Hideout and into Janar Armorers. Turn back and re-enter the Hideout from the store. The party will now be behind the tripwires and should be able to detect them normally.
Jarvia is a dual-wielding rogue and has four Carta Thugs (two melee, two crossbow) and a Carta Assassin to help her out. Taking out the henchmen first will make the fight easier. When the initial group of her henchmen has fallen, 4 more thugs will spawn up the staircase, behind the tripwires, so hold back any companion or pets with aggressive tactics behavior from setting off the explosive barrels.
Melee fighters will have a difficult time fighting Jarvia if the traps are not disarmed; she has a tendency to stealth and retreat behind the traps. Magic and physical AoE can be very handy for knocking her out of stealth, and range can be used to avoid the traps.
Holding your party at the entrance and casting Storm of the Century can prove effective; however, in Nightmare mode at least, some of the Carta members can move out of the spell's range to attack your party before casting has finished.
Alternate strategies Edit
With a mage with Force Field and a warrior with Taunt, run the warrior into the middle of the room when the fight starts and taunt. After the tank has drawn everyone's aggro, cast force field on him/her and have the rest of the party attack the enemies. Repeat as necessary.
- Tested on Hard
Rock Barrage Strategy:
To use this strategy, you must have recruited Shale and had it learn Rock Barrage. Hold your party near the door and have them switch to ranged weapons. Position the Rock Barrage target marker so that it includes as many henchmen as possible. Three or so Barrages should take out or significantly weaken the minions; use many Deep Mushrooms to regain stamina quickly or Stoneheart in a pinch to regain stamina as necessary. Be ready with a mage (or two as one may be buffing/healing the team) with Force Field if Shale starts to get hurt too rapidly to quickly protect the golem.
- Tested on Nightmare with Warden at Level 12 and all other team members at Level 11.
Confederate's Rogue Tip for Rock Barrage Strategy:
Warden as a Level 12 Rogue Assassin that is dual wielding with Mark of Death, Coup De Grace, Lethality, The Tainted Blade and Dual-Weapon Sweep talents really helps after Jarvia hits the deck from Rock Barrage if you're quick, because you can rip into her for high damage and backed by the ranged attackers it can kill Jarvia if you're lucky. Just make sure you've got plenty of Health Poultices handy if her minions suddenly switch targets to you before you escape or a mage standing by with Force Field.
- Tested on Nightmare
Column Ducking Strategy:
This prevents Jarvia from being able to use her high-level archery skills when she positions herself in her trapped enclosure, forces enemy archers to move closer away from the trap-guarded stairs, and lessens the melee impact of her several waves of minions. Immediately after the initial cutscene have the mage run to the small alcove behind the column to the direct left or right (whichever is closer) just to the side at the bottom of the entry stairs. (Note: if you click the ground to move them there, they will run the long way around the front of the column, so you'll have to keyboard the movement to go faster.) Position the primary warrior tank with Taunt at the entrance to the small alcove to field the melee fighters fewer at a time with forays out to kill nearby archers. Position a rogue or warrior tank also at the other entrance to the alcove to provide a barrier to the mage. Cast Glyph of Repulsion, Grease, and/ or paralysis-type spells- as well as warrior and/ or rogue skills- to keep attackers from reaching the mage from the other side. Jarvia tends to be highly susceptible to the Repulsion field when she switches to melee to join the fight. This strategy does require a lot of maneuvering, but it reduces missile fire damage and the extra damage from being surrounded.
Also, given the poor pathfinding AI designed around the columns, you can keep an attacker running to both sides indefinitely by a very short key-based back-and-forth movement at its immediate entrance.
- Tested on Nightmare with SnS Warden, additional tank, mage, and rogue- 10th level party (also with primal mage Warden, tank, additional mage, and rogue at 18th level).