Marauder Multishot Demon Hunter Skills and Runes
On this page, we explain how to choose and use your skills when playing Marauder Multishot 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 lead enemy
pulls into your
Sentry "nest": ideally, a semi-open location where all
the turrets will be placed alongside a wall and can simultaneously fire their
volleys in one direction — directly into the monster packs. While it is
still important that you fire
Multishot yourself in order to trigger
the
Sentry mimicking shots, your own damage will be negligible; your
primary job is to strategically place the turrets, keep them firing, and buff
them up with damage multipliers. You will need to weave
Evasive Fire in
between your shots to keep up the bonuses of
Focus and
Restraint, as well as to pop your
Companion cooldown for the
Wolf Companion damage bonus when you have a good pull going.
Vault into an
Oculus Ring proc whenever possible, or simply use
it to reposition or scout ahead in a Rift level. Protect yourself with
Vengeance on cooldown.
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. Placement-wise,
build up clusters of Sentries in key open areas around the map, and draw the
attention of straggler packs from all sides prior to bursting them down with
heavy
Multishot spam.
One of the best supported spenders in the Demon Hunter repertoire,
Multishot, will serve as the main damage dealer of the build —
with shared duties by the Sentries and your own shots. The massive AoE of this
spender makes it deceptively easy to cover the entire battlefield, but you
should still try and clump up enemies as best you can with aggroing shots and
leading them in towards a choke point to attain the full benefits of Area
Damage. Rune-wise, both the Fire rune
Arsenal (our recommendation) and
the Physical rune
Full Broadside are considered equally viable options
for pushing.
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
Multishot variant cannot run
Dawn due to item slot constraints, so
perma-
Vengeance is impossible and you will need to treat the skill as
a strategic cooldown.
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.
Ensured by the powerful combination of the 2-piece Marauder bonus
(summoning all Companions by your side) and the damage reduction of
Zoey's Secret,
Companion is a mainstay in Marauder-based builds.
For the cost of a skill slot, you gain a myriad of utility bonuses on every
cooldown: such as the
Bat Companion Hatred restoration (both passive
and active), the
Spider Companion slow (useful for
Bane of the Trapped and
Cull the Weak procs), the
Boar Companion taunt (offering temporary reprieve from attacks and a
boost of survivability), the
Ferret Companion health globe grab and,
perhaps most importantly, the
Wolf Companion multiplicative damage
increase.
Last but not least, you will do well to incorporate a mobility tool during
GR progression attempts; the general recommendation for the purpose is
Vault, coupled with the more manageable Discipline spending of the
Tumble rune.
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.
Cull the Weak amplifies your damage against Slowed or Chilled enemies
by 20%. This potent multiplicative passive gets triggered by the
Sentry
Polar Station chill radius and the
Spider Companion slows,
resulting in a consistent damage increase throughout the run.
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.
You have multiple viable options for your last passive slot. In the
general, Fire-based version of the build, we recommend Ballistics
— yet another multiplicative increase to
Arsenal, doubling the
effectiveness of the rockets splitting from your main damage dealer. The
chance for a free additional rocket is just icing on the cake. If you opt for
a Physical version of the build with
Full Broadside, you can either
augment your toughness with
Numbing Traps, or lean into glass cannon
damage dealing with
Steady Aim.
As a final note, a cheat death via Awareness is never a bad choice,
especially if you are playing Hardcore. Replace either
Ambush from the
Fire version, or
Numbing Traps /
Steady Aim from the Physical
version of the build. Steps for additional tankiness are described in the Gear page.
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: Overhauled the guide for Season 25's changes.
- 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: Reviewed for Season 19.
- 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.
- 24 Jun. 2018: Added the guide.
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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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