Well I managed to somehow trick that, and that is not the problem.
Trick: if this could be called a trick..., what I did was to put another object called AbstractTurret (not the best name, I know) but without a sprite on it so it is "invisible", on top of the actual turret sprite (golem), this is rotating and using the turret behaviour, that way I use the predictive aim feature.
The problem is that I want the actual golem sprite to "face" the enemy (sprite animation that is only played, frame by frame, if the enemy is on range) according to the angle formed between the two of them (golem and enemy).
Note: I do not know yet if my "trick" I the worst practice ever!, but it works, I looks like the golem is actually shooting, looks nice, and logically filled my needs. If this approach is not criticized may be I ll create a manual (do not know if this is worth it, but could come in handy for some guys as lazy as me :P and who do not want to write some code even if programmers like myself xD)
Again, I apologize for my english :S :P.