as u can see.. running in with 3 touchers before 10 mins is not gonna be slightly overkill.. it's gonna be VERY overkill.. the dmg output of 1 toucher would be capped until around 2 mins 20 secs 2 touchers at 5 mins 30 secs and 3 touchers at 9 mins 20 secs so obviously a 2 min lord kill is way way harder than b4:
the lord has 1680 hp, he has 5 hp regen constant which is 10hp regen per sec = -10 dps
method 1.
u go all out for the lord, assuming u reach him at 2 mins the integral of the dmg done curve (which caps the effective dps of the touchers and includes the constant regen) says that u'll kill him in 30 secs at sustained dmg output (no energy problems)
on the other hand.. say u go for him at 8 mins under the same conditions (he also didn't get +hp) u should be able to kill him in 11 secs.. according to the integral calculation.. (ye weird i know T_T)
method 2.
since u know ur going to gank early and expose the build to the enemy u just deal with them better, u scrap 1 toucher ( no difference to dmg on GL until ~5:30 ):
method 2a.
and take anti-healer stuff with u (mesmer, sin.. whatever) to hinder their ability to heal the lord and buy u more precious time
method 2b.
and annihilate the healer asap ( right after rez timer of course T_T) by snare spamming him or my personal favourite, sending a trapper in to spice up the way to their lord a bit hehe
method 2c.
and lastly, quite effective and tested b4, get a 90% slow snare and sufficient cover to keep the healer far away enuf and buy around 30-60 secs of extra time for the touchers to murder the lord
method 3.
wipe their hall empty except the lord.. (don't touch him otherwise they might see the power of touchers, freak out and send the whole team back and camp him) and wait for the break even point around 9:20 and go charge him
just presented a few possibilities to solve this rather stupid problem >.< what do u guys think..?