I tend to disagree with most of these cannon Vorcha builds. I've seen the parses of team mates using it and it is very very low. Takes too long to lineup your shot and the target is always moving on you.
All beams + One warhead, F@W2 and 3. 2xTac Teams
P2W, Aceton Beam, Reverse Polaity, Plasma. (can dump plasma for eng team but it does share cooldown with tact team)
Polarize Hull, Hazard Emitters.
The F@W3 will dish out HUGE numbers and will continue to hit a target that just used Jam Sensors / Scramble Sensors on you as it randomly hits anything and everything in range of it's arc.
F@W2 is also good, but not as deadly. Having two F@W's will also keep players off balance because they can't really tell if now is a good time to attack or on the next rotation.
^ Those skills sound great and are things I'd experiment with. Though Vorcha doesn't have access to F@W3 - 2 only unfortunately. It'd be amazing if vorcha had 4 total tac slots for 2x tac team and 2x F@W.
I am very sad that the Vor'cha doesn't have one extra tactical slot to fully utilize it's potential for using cannons.
That being said, a while back I worked with a cannon/turret build that I had lots of fun with - although it was a bit anemic it was loads of fun. You needed a tac captain for the tactical initiative power to keep the damage coming by reducing the cooldown on the TT-1, AP:A, CRF-1, DEM-3 and EP2W-3 (in retrospect I probably could have gotten away with EP2W-1). Aux to Damp gave me the boost to turn rate when I needed it.
I'd have to dig through my notes to try to reconstruct it - but I was very, very happy with it, knowing that it was not going to be *great* at either being an escort or a cruiser but decent at being both at the same time.
Since then I have switched to a Raptor for the pure damage output for running STF's - but I will certainly revisit this build again especially for running with team PvP.
Hell, I just might rebuild it today just for s-n-g's...