Hello and welcome to our Demon Hunter set: Embodiment of the Marauder guide. Let’s start off by posting the “STANDARD” build of the set.
S9 ushered in the Age of GRENADES via Hellcat Waistguard – this build is for the classic Cluster Arrow setup, i’ll update this very soon.
|Embodiment of the Marauder : Standard Build|
|Helm||Set Item||Evasive Fire||Focus|
|Shoulder||Set Item||Cluster Arrow||Maelstrom|
|Hands||Set Item||Sentry||Polar Station|
|Bracer||Wraps of Clarity||Cull the Weak||Thrill of the Hunt|
|Weapon||Manticore||Cloak of the Garwulf|
|Off-hand||Bombardier’s Rucksack||Convention of Elements|
|Bane of the Trapped|
|Zei’s Stone of Vengeance|
Chunky unsightly table of re-rolls right below
37% CDR for 100% Vengeance up time: The usual basic setup is Offhand 8 + Shoulder 8 + Diamond 12.5 + Paragon 10 – gives around 95%. Another 8% from ring is 100%. Marauder’s can afford to roll CDR on weapon if it comes to that.
Life%: It’s always good to have one Life% rolled somewhere (Belt>Chest>Shoulder).
Keep note some of the sets “hidden properties”
Sentry: Yes, Sentry. Sentries are the core of the essence of the soul of your build. Always have 5 active. No excuses. Cast them on (or below) cliffs, across ravines, make chokepoints with the Slow… “The million ways of Sentry” is something you can only learn via playing. Scenarios exist wherein elites cannot even fight back and you can kill them!
Don’t waste Sentry CD: While walking I cast Sentry at the end of my screen as the third Sentry stack is about to come off cooldown. Big fights? Try to have the whole 5 in the mix! It’s not so complicated – you’ll get it after a few runs.
Companions (and Templar) make great tanks, and can body block whole packs and projectiles! Combined with Polar Station, it makes reaching you extremely hard. This is a core strength of the build and you should be aware of where & what they’re doing.
Missiles that fire off your Cluster Arrow seek guys, there’s a bunch of scenarios where you can abuse this, more of a reminder than anything.
Convention of Elements: Your rotation is Cold – Fire – Lightning – Physical – Cold. So once you’re at Physical – start filling up your Hatred and repositioning! Cold is next!
Ahhh good ‘ol Wolf. “Hold on to it? Use it?”, the eternal question. It’s best SAVED FOR ELITES, but it doesn’t always work out this way, don’t it? Just use it on large packs, or fat monster types (or any risky situation). “Use on cooldown” is better than “Never used”. Of course, calculated risk use of Wolf will yield some pretty amazing DPS increases.
Not much wiggle room here. The main evolution for ultra-high GR is Physical Element – the main changes being:
Why recommend Cold, then? For 99% of players, Colds utility and playstyle will allow them to climb much higher GR’s than compared to starting off the build with Physical. It’s EXTREMELY EASY to switch between the two, difference being Necklace and Bracer.
So yeah, Cold first (or Cold forever…) then Physical if you really need DPS.
Let’s pretend UE doesn’t exist (or you don’t own a decent set)… Marauder functions just fine as a speedfarming build, although it has some problems…
It’s better for Nephs, since it has mobility problems. Not for bounties? Like I said, Mobility problems and loading screens erase Sentries which can be annoying.
Main changes are:
Hopefully you learned something about the way of the Sentries in our Embodiment of the Marauder build Guide! Good luck pretending to be part of the Jungle Book while doing GR’s! For more updates on D3 and other things, like us on Facebook!