When using this build, your main goal is NOT to cap far point. Your main goal is to indirectly support the mid fight. Force them to send 2 to far any time you go there. Keep the home bunker from moving off point. When you're fighting at mid, keep an eye on who is where. If the enemy home bunker is in the mid fight, run to far and make sure he sees you. You're fast enough to get there and get the decap anyway, and he'll run out of the fight to follow you. Ideally, you do it as he's entering the fight. It's very demoralizing if, every time you leave point, you have to go back before you even get to fight. If you do it enough, he'll end up never leaving home point for fear of you back capping him. You effectively remove one player from the team fights.

In Team Fights:

You have three main jobs in team fights. Your first job is to lock down a target. You do this with the mace/shield weapon set. You still do your damage between stuns, but your main goal is to make someone easy to spike and get down. Your second job is stomps. With two sources of stability, it's your job to stomp. Your third job is cleaving dead bodies. If you are out of stability or the downed enemy is an Elementalist, Mesmer, or Thief, you'll want to cleave the dead body with your greatsword.

Assaulting Far Point:

You aren't a sneaky back capper like a Thief. You're just as mobile, but you're tankier at the expense of stealth. This means you have a different goal. Since you going far point means your team has one less person, your goal is to have the enemy team handicapped the same. You want to force them to send multiple people to deal with you. Use the swiftness from Signet of Rage, as well as the mobility from Rush and Whirlwind Attack to quickly move between mid and far. Their home bunker will most likely not have as much mobility, so it's a net gain for your team.