@own_age_myname: finally someone else realizes that rits and sins sync soooooooo well.
I know i'm over exaggerating the usefulness of capping. But its really not capping that wins you games. Its kills. Yes you will lose to better players if you don't cap a single shrine, just because the extra +240 hp and +XX energy and morale every 30s is alot. Yes i agree it helps. But for the most part you always fight on even ground. When you split on Pikkup, you both run through and cap a hp shrine on your way to battlecry. And on Rivers, your split goes to Health while you go to battlecry. And the decisive battle then occurs at these two shrines.
Kills still net you points, player advantages, and the ability to control the map/shrines.
As for team balance. Some of the Best teams i've had that fail usually to a player leaving. I mean a non-synced team that plays together for an hour+ is pretty good for a pug. But those Teams have been:
3 Sins
1 Mes
1 Rt or 1 Monk
2 Sin
1 War or Ele
1 Rt
1 Monk
2 Sin
2 Ele
1 Rt or Monk
They all have slight advantages disadvantages against similar stacked teams. But the one that rolled many by far was 3 Sins, Mes, Mo.
3 sins is just way to easy to lineback other melee and take out other casters. This i had my run of 22 on before we dropped a sin for some nub ele that couldnt listen or cast right.
The only time 2-3 sins plus casters loses is when the sins get out played. If the sin can't solo the other sin, you lose. The only real problem for a sin split is a Sin+Ele (opposing team that is). If these two work together, spiking out the Sin, is no problem if the sin is not splitting with a Rt or Mo. Mesmer can work so long as your Mesmer is on point with, tease and pdrain, to keep the Ele from keeping blind and big dmg on the sin. But odds are the Mesmer will get the Ele, the sin/ele will kill the sin/mes, and then mesmer will be able to finish the sin, generally so long as DC has been used.
But these are all general statements. If you were to throw two synced teams at each other, most of these tactics go out the window.
In a fight between two balanced teams, yes the better team should win by out manuever and capping key shrines to force power in their favor. In the end you're still gonna fight when you have that advantage to score kills and thusly points.
But i concede that capping is useful in a fight between two balanced, good teams.
But all i'm really talking about its generalized statements about pugged teams. For pugged teams, it you get a balanced team, its going to be many matches before you face another balanced team. By then if my team, isn't good enough to outplay them, then I'm not too worried about losing. We got a couple wins, and we lost to a better team. Thats all I can expect from a pug. If we're syncing, I'ma be on vent, shouting orders, and swearing at my teams when they get outplayed. Its a totally different situation if we are considering the tactics of a sync'd team in CB as to just a regular random pug.
In the end, though Capping is just a means to allow better players with underpowered build to try and not lose build wars. Hence why i said if your playing with anything but Sin, Mesmer, or Rt/Mo, your gimping your teams. Esp in a random pug. If you play these characters you automatically have a buildwars advantage. And for bad and average players they need all the advantages they can get. And if you're gimping your team and expecting a pug group to understand tactics and the fundamentals of build vs build matchups, then you fail. Always assume your group can barely c-space and mash their face on the keyboard.
Better yet for each class:
Warrior: Assume that they will charge into a 1v3+ at all times, miss bull's and just train on a Rt or Monk. Oh and they don't know how to lineback.
Ranger: Assume they will miss every savage shot, throw up trolls will being hit with melee, and spread cond-degen.
Derv: Assume they are just bad and will melee train.
Mesmer: Assume they won't hit any interupts, but hopefully can hit 2,3,4 on a target. Maybe 5 on a kiting target.
Ele: Assume they won't BFlash Sins/melee enough, and will just try to caster spike out targets.
Sins: Assume they mash their face on the keyboard and don't know what or how to use sig of malice or how to lineback.
Rts: Assume they spam their 3 offensive spells, and only cast their weapons spells and heals on themself thinking they can tank.
Monks: Assume they can't use RoJ with KD, and that they can't use Divine Intervention.
Necro: Just assume they spam hexes and will die all the time.
Para: Assume they can c-space and spam shouts.
And when you lose with a pug, think back to these things and see if they did more than these things. If they didn't then don't feel too bad. It wasn't your fault that you lost.