@desihero: I am using the frost and blunt the blunt combo. Interesting idea I haven’t thought about it. I assume your current damage with the enhancements is just above 1,000 HP. Therefore, if I understand the stats correctly and you are lucky enough to find an item which deals 200 fire damage you will increase your total damage to the mummy by about 100, which is still pretty useless. The burning effect may prove me completely wrong though.
I was really starting to think that Archers will have a second life in the current environment. They cost 1/2 morale points are not weak to poison, deal nearly the same damage as Arbs and 500 HP lower. But it really failed for me especially when an ogre or a mummy wipe out 4-5 of them with one swing. May be give them a go if you have max level archers. Admittedly certain things work for certain people. For example using Mummies, Ogres, frosters and Gargs on offence really doesn’t work for me.
@RegaliaRemix: Are you using a lot of Poison shield items? I sometimes get totally annihilated by some nice combos of mummies gargs and snake towers. I was noticing that for me arbs work much better than pyros against Mummies. And when I looked at the stats it kind of became understandable (see below).
Level 5 Mummy has 9,880 HP, while pyro produces 145 fire damage, leading to about 218 damage to the Mummy/second, which means it would take 10 pyros about 5 seconds to deal with a Mummy. The burning effect probably enhances this a bit, but then if they also get stunned it basically takes forever…
Whereas Arbs make 644 piercing damage, which makes 322 after taking off 50% resistance and therefore about 3 seconds for 10 arbs to destroy the level 5 mummy. Obviously they are way more affected by poison damage from the Mummy, but then at least they can also quickly deal with the Ogres from the same wave.