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.
Demon Hunter: Embodiment of the Marauder
Standard Build | Stat Priority & Re-rolls | Playstyle | Variations | Speedfarming
Marauder: Skills & Items Setup
Embodiment of the Marauder : Standard Build | ||||
Items | Skills | |||
Helm | Marauder’s Visage | Evasive Fire | Focus | |
Shoulder | Marauder’s Spines | Cluster Arrow | Maelstrom | |
Chest | Marauder’s Carapace | Vault | Tumble | |
Hands | Marauder’s Gloves | Sentry | Polar Station | |
Legs | Marauder’s Encasement | Companion | Wolf | |
Feet | Marauder’s Treads | Vengeance | Seethe | |
Amulet | Hellfire Amulet | Passives | ||
Bracer | Wraps of Clarity | Cull the Weak | Thrill of the Hunt | |
Ring | Focus | Ballistics | Custom Engineering | |
Ring | Restraint | Kanai’s Cube | ||
Belt | Zoey’s Secret | Dawn | ||
Weapon | Manticore | Cloak of the Garwulf | ||
Off-hand | Bombardier’s Rucksack | Convention of Elements | ||
Legendary Gems | ||||
Bane of the Trapped | ||||
Zei’s Stone of Vengeance (Esoteric) | ||||
Bane of the Stricken |
Embodiment of the Marauder Stat priority & Re-rolls
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”
*Manticore HIGH Cluster Arrow%.
**Bombardier’s Rucksacks HIGH Sentry Damage%
Playing the Build
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!
Companion-Wolf: On the same note, align it with CoE’s cold as much as possible. 10s isn’t short. On it at the end of physical so it’s up for the whole “spam phase”.
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.
Variations & Evolutions
Not much wiggle room here. The main evolution for ultra-high GR is Physical Element – the main changes being:
- Cluster Arrow-Shooting Stars (replacing Maelstrom).
- Physical% in Amulet & Bracer.
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.
Speedfarming? Build changes
You might want to first check out:
D3 Speedfarming (General) | Demon Hunter Speedfarming Guide.
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:
Passives in: Blood Vengeance, Tactical Advantage
Passives keep: Custom Engineering & Ballistics
Gear: Goldwrap (worn), Boon of the Hoarder, Avarice Band (cube).
Demon Hunter: Embodiment of the Marauder
Standard Build | Stat Priority & Rerolls | Playstyle | Variations | Speedfarming
Other Demon Hunter Guides:
- Demon Hunter Leveling Guide
- Demon Hunter Fresh 70
- The Shadow’s Mantle | Shadow’s Mantle Set Dungeon
- Embodiment of the Marauder | Marauder Set Dungeon
- Natalya’s Vengeance | Natalya’s Set Dungeon
- Unhallowed Essence | UE Set Dungeon
- Demon Hunter Speedfarming General
- Demon Hunter Best Speedfarm Build
- Demon Hunter Support Builds
Check our our D3 Guide Directory for more DH and D3 resources!
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!
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Does Sentry damage effect the Cluster arrow damage?
It only affects the damage of Cluster Arrow FROM THE SENTRIES, not yourself.
Does The Taeguk gem’s text indicates it only triggers on channeled spells. I don’t think any of the skills in this build are “Channeled” and thus I don’t think it would be triggered. I think Strafe and Rapid Fire are the only two DH channeled skills.