Marauder Cluster Arrow Demon Hunter Skills and Runes
On this page, we explain how to choose and use your skills when playing Marauder Cluster Arrow Demon Hunter in Diablo 3. Updated for Patch 2.7.8 and Season 34.
Active Skills |
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Passive Skills |
Rotation
Sentries are a key part of the build, shooting out your equipped spenders
automatically on top of mimicking your own shots. Currently active sentries
also directly reflect your damage delivery, adding more damage to your skills
per Sentry dropped. Your basic goal in this playstyle is to drop your
initial three charges of
Sentry in key positions to cover the
battlefield and proc the chill effect, and then start kiting with devastating
Cluster Arrow shots, dropping the additional two Sentries from
Bombardier's Rucksack as the cooldown comes up. You will maintain Hatred
through a combination of
Vengeance
Seethe, assisted by regular
Evasive Fire shots and pops of the
Companion active. If there
is anything left standing after the initial barrage, reposition smartly with
Vault and begin the cycle anew.
Skills and Runes
Similarly to all Marauder-based builds, this variant relies heavily on
Sentry, since each turret results in more damage to your chosen Hatred
spenders and another autonomous damage dealer on the battlefield. Thus, to
extend their maximum number, you will have to use both
Custom Engineering and
Bombardier's Rucksack. You should use the
cold rune
Polar Station, whose chilling effect will guarantee the procs
of both
Cull the Weak and
Bane of the Trapped. Try to drop one of
the turrets directly on top of the enemy, and spread the other two of the
initial charges to cover the battlefield in the chilling effect. If the fight
is prolonged, continue the strategy with your
Bombardier's Rucksack
charges, but always strive to have one turret on top of the biggest threat.
One of the strongest skills supported by the Marauder set is
Cluster Arrow, with multiple viable runes that can shine during
leaderboard pushing. In this guide, we recommend
Loaded for Bear as the
basic choice; a concentrated volley of firepower at a targeted location.
With its troublesome cost of 40 hatred per shot, Cluster Arrow is an
expensive beast to maintain. Two resource-related skills are incorporated into
the build to aid in the struggles of Hatred management.
Vengeance is a near-irreplaceable tool in the Demon Hunter endgame, due to its base damage multiplier and additional damage reduction properties coming from the
Dark Heart rune. You can consider altering this rune to
Seethe when you grow confident in handling the build. Note that this Cluster Arrow variant does not run
Dawn due to item slot constraints, so perma-
Vengeance is impossible and you will need to treat the skill as a strategic cooldown. There are gear adjustments you can make for the inclusion of
Dawn however, and they will be discussed in the Gear page.
- The second option is to pop the active effect of the
Companion skill, which triggers the Hatred restoration of the
Bat Companion. Keep in mind however, that the Marauder set puts all the companions at your side for the small price of the skill slot. The active pop also nets you the
Spider Companion slow, the
Boar Companion taunt, the
Ferret Companion health globe grab and the
Wolf Companion multiplicative damage increase. Thus, treat your
Companion activation not only as a source of Hatred, but also a damage and safety spike.
While the protection of the Boar Companion taunt is nice, it is also
temporary. Occupying the enemy for merely five seconds, and only those in a
20-yard radius around you, it will not be enough to keep you in one piece. For
emergency situations, you will be taking a repositioning tool in the form of
Vault — a reliable displacement skill that can take you great
distances cheaply with the
Tumble rune.
With or without Seethe on
Vengeance, you will need to take
a strong Hatred-generating skill in your selection. Your own survival is
another powerful incentive, as the
Wraps of Clarity need frequent Hatred
generation in order to function. Convenient with its broad conal reach,
Evasive Fire also offers the high regen option
Focus,
solidifying it as the preferred generator for the slot. Another interesting
option for the slot is to run
Entangling Shot
Justice is Served, wielding
the
Manticore in your hand and dropping
Yang's Recurve from the
build altogether for the additive damage buff from
Odyssey's End. Note
that while the damage potential of this alteration is higher, it demands much
more precise gameplay both in terms of resource management and timing the
bow's damage buff just prior to your CoE cycle. This is not a variation to try
out casually!
Passives
Custom Engineering is the dream passive of the Marauder playstyle,
doubling the duration of your Sentries and increasing their maximum number and
initial charges to three. While their numbers will swell even further with the
Bombardier's Rucksack, the ability to skyrocket your damage at the start
of every major battle is too good to pass up — especially since
transitioning between Rift levels resets your Sentry count, opening up a
temporary weakness window in the build.
Working in unison with your Dead Man's Legacy, the
Ambush
passive will deliver during the first 25% of the enemy health pool, and the
quiver will pick up the carnage from 60% and below. The 40% damage increase is
multiplicative in nature, emphasizing its superiority over other options.
Cull the Weak is a DPS-oriented Demon Hunter staple, amplifying your
damage against Slowed or Chilled enemies by 20%. This potent multiplicative
passive gets triggered by the
Sentry
Polar Station and the
Spider Companion, so make sure to always have one turret covering the
enemy in its Chill radius.
You have a decision making point for your final passive slot. As arguably
the safest of the Demon Hunter sets, Marauder can get away with using a fourth
offensive passive in the form of Steady Aim, boosting your damage with
a 20% multiplicative increase (a change as of Patch 2.4.1) as long as you
maintain the generously low requirement of 10 yards between yourself and the
enemy. Another option is to make use of
Numbing Traps, as its damage
reduction and enemy slow will be reliably triggered with your Sentries. If you
like having a cheat death at your disposal,
Awareness is a free life
on a decent 60-second cooldown, coupled with a brief window of safety and life
regeneration when triggered.
Changelog
- 19 Jan. 2025: Skills and passives reviewed for Season 34.
- 22 Oct. 2024: Revised generator skill recommendation to fit the cubed Odyssey's End via the Season 33 cube changes.
- 09 Jul. 2024: Skills and passives reviewed for Season 32.
- 10 Apr. 2024: Skills and passives reviewed for Season 31.
- 08 Jan. 2024: Skills and passives reviewed for Season 30.
- 13 Sep. 2023: Skills and passives reviewed for Season 29.
- 22 Feb. 2023: Skills and passives reviewed for Season 28.
- 26 Aug. 2022: Skills and passives reviewed for Season 27.
- 13 Apr. 2022: Guide reviewed for Season 26.
- 09 Dec. 2021: Guide revised and added Season 25 Soul Shard recommendations.
- 21 Jul. 2021: No changes required or Season 24.
- 01 Apr. 2021: No changes required or Season 23.
- 18 Nov. 2020: Revised generator skill recommendation to fit the cubed Odyssey's End via the Season 22 cube changes.
- 30 Jun. 2020: No changes required for Season 21.
- 12 Mar. 2020: No changes necessary for Season 20.
- 21 Nov. 2019: Changed default passive recommendations. Replaced Steady Aim with Numbing Traps and added more explanations.
- 23 Aug. 2019: Reviewed for Season 18.
- 16 May 2019: Guide was reviewed and approved for Season 17.
- 17 Jan. 2019: Information was reviewed and approved for Season 16 with no changes required.
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This build is presented to you by Deadset, one of the very few professional Diablo 3 players. Deadset regularly publishes video guides on Youtube and streams on Twitch, where you can see how this and other builds play out in practice.
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