This is a rather specialized question about the “load” function of the musky turret for devs. Since a long time it is said that a Renew which is spread via Turret (by initially shooting a renew on it, to “load” or “charge” it) is weaker than the one the healer himself places, manually. Now I recently looked at some numbers, though, and was surprised HOW much weaker that is - about four times, it barely heals anything!!
And I suppose that is because the renew does not take over the stats of the player, like int, potions etc., but the stats of the “naked”, stat-less turret.
However if that is so it makes no sense to load the turret with the Renew Orb, ever. You have to avoid that at all costs since it even can overwrite your stronger, manually placed Renew.
Now in Reborn there is an additional problem however, since the turret is used to spread the Renew to dps with the charged-shot talent, if there’s no mob available (typically in situations where rangers are in the group, far back, and in high level shards with mutations like reflective strikes). Since that action also charges/loads the turret, though, which begins spreading the weaker Renew, there’s a risk the stronger renew is overwritten by the weaker one from the turret.
Imho this simply should not work that way. If anyone charges the turret with Renew he certainly expects the turret to spread the “same” Renew that you could spread manually. If that is not the case then it’s a fight healer versus turret, the healer always trying to overwrite the weaker turret-renew with his stronger renew.
I am posting this under “bugs”, not suggestions, because right now I suppose it was not designed this way. It would be great if the turret-renew just does what it is expected to, heal everyone with same power like the manually-placed Renew does.