I usually go Debilitate (sp) followed by Flash bang once they blow their release.
Seeing that I know that they will get out of the first move, the Flash bang is the one meant to hold them in place.
You can cap a turret easy in Alderaan if their flashbanged, same goes with the fire pits in huttball.
Once they break free there really is no rotation, all you need to do is break line of site alot. They cant hit you if they cant see you. Also remember to throw your corrosive dart on the ones in Alderaan.
Seeing that my goal never was to keep the turret I stole. My goal was to pull their defenders off the center turret. To give my team a better change of taking it. Actually worked once. We got all three for a few seconds before they retook the one I took.
My main purpose is to cause chaos and bedlam to their players. Force each one to decide if they should abbandon their post guarding the middle in order to regain the one they lost.
I know this strategy won't work on most decent premade teams. Seeing that they would be on vent.
In huttball, my role is pretty much being the goalie, keeping the other team from scoring. My means are to have them die in the fire seeing that Im too weak to klll most people one on one atm.
Stealth is the key.