In many missions, particularly Defense, Mobile Defense, and Excavation, players will have to defend a static or mobile object as an objective.
Types[edit | edit source]
Interactions With Sources of Healing and Damage Reduction[edit | edit source]
Only static defense objects can be healed or receive damage reduction from other sources in accordance with the tables below. NOTE, heal-over-time effects such as from Khora's Venari only take effect when the defense object's natural health regeneration is active; taking damage from enemies briefly disables both the natural regeneration and external regeneration effects for a few seconds:
Healing source | Normal effect | Effect on all types of static defendable objects (Cryopods, Excavators, etc) |
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3 HP per sec for each active splinter | Same as normal |
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500 Max Shields 80% faster Shield recharge |
Same as normal |
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500 Shield restore on attach 50 Shield restore per second |
Same as normal |
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Up to 100% HP and Shield restore | Heal for 500 over 5 seconds, can’t stack |
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100 HP/sec + 1% life steal | 100 HP/sec, no life steal |
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25 Shields for each enemy killed Burst heal based on how much damage was dealt |
Shields per enemy killed and heal for 500 over 5 seconds, can’t stack |
Vazarin's Protective Dash | 5 seconds invulnerability 60% Heal over 5 seconds |
No invulnerability Heal for 500 over 5 seconds, can’t stack |
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Heal for 50 HP/sec | Same as normal |
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Heals 30% hp every 1.5 secs when ally stands on it | Heal for 100 per 1.5 sec |
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Heals allies for a % of damage dealt | Heals are capped up to 50 per second. |
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125 burst heal 50 health per sec |
Same as normal |
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Heals by % of missing health/second | No effect |
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Heals for damage dealt by Swarm Projectile divided by allies in range. | Same as normal |
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Heal allies standing on it for 20 HP per second | Same as normal |
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Increase max hp by 300 and heal for 30 HP per second | Same as normal |
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Grants shields based on 3% of damage dealt | Capped at 250 shields, no overshields |
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4 HP per Second for 20 Seconds | Same as normal |
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Heals for damage dealt in an AoE | Heal for up to 500 over 5 seconds, can’t stack with other players. Going from a burst to Heal over Time. |
Ancient Healer Specter | Heal for 100 HP every 20 seconds | Same as normal |
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Heal 3 HP per sec | Same as normal |
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60% chance to heal for 150 HP when picking up a health orb with a 15 sec cooldown | Same as normal |
Damage Reduction Sources | Normal effect | Effect on all types of static Defendable objects (Cryopods, Excavators, etc) |
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50% Damage reduction | Capped at 50% Damage Reduction |
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Grants 75% Damage reduction to allies | Capped at 50% Damage Reduction |
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50% damage redirected to enemies | No effect |
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70% Damage reduction | Capped at 50% Damage Reduction |
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50% of Immolates Damage reduction applies to allies | Capped at 45% Damage Reduction |
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80% Damage reduction | Capped at 50% Damage Reduction |
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40% Damage Reduction | Capped at 50% Damage Reduction |
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Absorbs 90% of damage | Capped at 50% Damage Reduction |
Source: https://forums.warframe.com/topic/1189247-warframe-revised-railjack-revisited-part-1-update-274/
Patch History[edit | edit source]
- Fixed inability to target Baruuk’s Desolate Hands and Nezha’s Warding Halo on Defendable objects.
- Defendable Objects: Healing AoE and Damage Reduction Changes:
Our Healing AoE / Damage Reduction changes posted back on April 3rd have arrived! If you’re unfamiliar, ultimately what we want is more ‘Healing’ Abilities to work to allow for more strategies to emerge in various mission types. Healing these objectives can serve well as an alternative or a complement to the commonly used defensive Abilities, such as Frost's Snow Globe, Gara's Mass Vitrify, Limbo's Cataclysm. 100% heals is not what we want to do, so we are instead allowing the effects with some objective-specific adjustments as to not trivialize the game modes.
All the initial information can be found in the Dev Workshop: https://forums.warframe.com/topic/1181914-dev-workshop-healing-defendable-targets/