On a scale of 1 to 5, 1 being the worst, and 5 being the best. All ratings are based on my personal experience. You will need to practice a lot with Turrets to reach this level of comfort using them so don’t expect to grab a turret build for TotSS and win all of your fights
Temple of the Silent Storm: 5
Temple and Altar reward intelligent placement of turrets where you can put them out of harm’s way. Net Turret is especially effective on this map because when you go to commune with a buff, you can place it where you think the enemy will approach to buy you some time. You can even overcharge it without interrupting your channel; a Thumper Turret is a nasty thing when placed on Stillness as the overcharge will send enemy players for a swim. The Gate is much more tricky, but I still go here if I’m needed. Thumper Turret is usually placed above on the ledge (you know which one) in preparation because I need a way to knock ranged players off of it and make them play down in my turret farm. The Accelerant-Packed Turrets trait shines on this map because you can use them to buy time for a teammate that is trying to capture Tranquility. I usually place a couple along the bridge and when opponents come running by I detonate them to send them into the water. Supply Crate also helps when going after Tranquility.
The Battle of Khylo: 2.5
Ah, the trebuchet (or treb for short). That thing makes it rough to keep turrets alive because even if you put them well off the point (Rocket, and Rifle usually) they can still get hit because not everyone hits the point dead center with their treb shots. I still run turrets here but I don’t place them until fights begin because I don’t want them to get removed by the treb beforehand. This makes placement a lot more challenging, but allows me to use their Tool Belt skills early. Usually Net Attack, Surprise Shot, and/or Rocket, though Rumble can be combined with Regenerating mist for a small burst of healing. If you’re inclined to use the trebuchet yourself you can set up a turret farm to protect you from enemy players. This tactic is an old one, but a good one. Set up your turrets near you and away from the ramp. You want players to come up to you and get nice and cozy in your turret farm—not just kill them one by one on their way up. Again, Supply Crate is a rock star here, as is Accelerant-Packed Turrets.
The Legacy of the Foefire: 3.5
This map is good for turrets due to the size of the points and the multiple firing lanes and elevation changes. I love this map because my turrets almost never die when placed properly. I use ledges, elevation, and other hard to reach spots to place my long range turrets. The points are big enough that Thumper Turret’s cripple effect allows me to kite around inside of a point, and your turrets those from Supply Crate can make downing an enemy Lord a piece of cake. If you want to roam as this map often dictates, then choose low cooldown turrets like Rifle, Flame, and Net so you can move on and quickly set up where you’re needed most.
The Forest of Niflhel: 4
Again, we have a map with some useful firing lanes, and elevation changes. You have quite a few choices to make at each point for turret placement. For example, at Mine you can run into the mine and up the wooden ramp to place a turret on the platform. This makes it very hard to see and keeps it out of the line of fire. At Henge you can place your Net Turret behind a pillar at the back of the point and either push or lure a lone enemy player into chasing you. This will immobilize them off of the point and out of line of sight so you can easily neutralize it. The Keep is usually AoE central, so you want to place them on the far side of the platform near the railing (overlooking the path below) or up above if you’re assaulting the point. As for the NPCs, if you brought the right turrets (Thumper, Net, Rocket) you can solo them given a little extra time, so don’t be shy about it if your team needs the points.