“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See WARFRAME Wiki:Research on ways to perform research on this game. Click here to add more info.
update Hydroid healing interaction

In many missions, particularly Defense, Mobile Defense, and Excavation, players will have to defend a static or mobile object as an objective.


Interactions With Sources of Healing and Damage Reduction[]

Only static defense objects can be healed or receive damage reduction from other sources in accordance with the tables below. Mirror Defense defense objects are exempted from effects that heal, give shields, or give health. They can receive damage reduction effects as outlined in the table below.

Note that Eidolon Lures are not static and are exempt from the rules in the table below.

Healing over time only takes 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 and Shield Restoration Sources
Healing source Normal effect Effect on all types of static defendable objects (Cryopods, Excavators, etc)
GaraIcon272 Gara's Mod TT 20px Mending Splinters 15 HP/sec for each active splinter Same as normal
HildrynIcon272 Hildryn's Haven130xWhite Haven 500 Max Shields
80% faster Shield recharge
Same as normal
ProteaIcon272 Protea's GrenadeFan130xWhite Grenade Fan 500 Shield restore on attach
50 Shield restore per second
Same as normal
TrinityIcon272 Trinity's Blessing130xWhite Blessing Up to 100% HP and Shield restore Heal for 500 over 5 seconds, can’t stack
TrinityIcon272 Trinity's WellOfLife130xWhite Well of Life 100 HP/sec + 1% life steal 100 HP/sec, no life steal
EquinoxIcon272 Equinox's MendMaim130xWhite Mend & Maim (Mend) 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
FocusLensVazarin b Vazarin's FocusProtectiveSling Protective Sling 5 seconds invulnerability
60% Heal over 5 seconds
No invulnerability
Heal for 500 over 5 seconds, can’t stack
KhoraIcon272 Khora's Venari130xWhite Venari Heal for 50 HP/sec Same as normal
HydroidIcon272 Hydroid's Mod TT 20px Rousing Plunder Heals allies for 50 HP Heal for up to 500 over 5 seconds
HarrowIcon272 Harrow's Penance130xWhite Penance Heals allies for a % of damage dealt Heals are capped up to 50 per second.
OberonIcon272 Oberon's Renewal130xWhite Renewal 125 burst heal
50 HP/sec
Same as normal
GarudaIcon272 Garuda's BloodAltar130xWhite Blood Altar Heals by % of missing health/second No effect
NidusIcon272 Nidus' Ravenous130xWhite Ravenous Heal allies standing on it for 20 HP/sec Same as normal
WispIcon272 Wisp's Reservoirs130xWhite Reservoirs (Vitality mote) Increase max hp by 300 and heal for 30 HP/sec Same as normal
VoltIcon272 Volt's Mod TT 20px Capacitance Grants shields based on 3% of damage dealt Capped at 250 shields, no overshields
TitaniaIcon272 Titania's passive 4 HP/sec for 20 Seconds Same as normal
SanctiMagistar Sancti Magistar 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
Mod TT 20px Rejuvenation Heal 3 HP/sec Same as normal
ArcanePulse Arcane Pulse 60% chance to heal for 150 HP when picking up a health orb with a 15 sec cooldown Same as normal
CitrineIcon272 Citrine's passive 5 - 25 HP/sec while in Affinity range Same as normal (based on player testing)
Damage Reduction Sources
Damage Reduction Sources Normal effect Effect on all types of static Defendable objects (Cryopods, Excavators, etc)
TrinityIcon272 Trinity's Blessing130xWhite Blessing 50% Damage reduction Capped at 50% Damage Reduction
MirageIcon272 Mirage's Mod TT 20px Total Eclipse Grants 75% Damage reduction to allies Capped at 50% Damage Reduction
TitaniaIcon272 Titania's Tribute130xWhite Tribute (Thorns buff) 50% damage redirected to enemies No effect
GaraIcon272 Gara's SplinterStorm130xWhite Splinter Storm 70% Damage reduction Capped at 50% Damage Reduction
EmberIcon272 Ember's Mod TT 20px Immolated Radiance 50% of Immolates Damage reduction applies to allies Capped at 45% Damage Reduction
BaruukIcon272 Baruuk's DesolateHands130xWhite Desolate Hands 80% Damage reduction Capped at 50% Damage Reduction
HarrowIcon272 Harrow's Mod TT 20px Warding Thurible 40% Damage Reduction Capped at 50% Damage Reduction
NezhaIcon272 Nezha's WardingHalo130xWhite Warding Halo Absorbs 90% of damage Capped at 50% Damage Reduction
CitrineIcon272 Citrine's PreservingShell130xWhite Preserving Shell 25 - 90% Damage Reduction No effect (based on player testing)

Source: https://forums.warframe.com/topic/1189247-warframe-revised-railjack-revisited-part-1-update-274/

Patch History[]

Hotfix 27.5.4 (2020-05-20)

  • Fixed inability to target Baruuk’s Desolate Hands and Nezha’s Warding Halo on Defendable objects.

Update 27.4 (2020-05-01)

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/

Update 15.14 (2015-02-12)

Defense and Mobile Defense Pod Health Scaling
  • Objective Pods for Defense Missions now have their health set to fixed values based on the enemy level (it used to be randomly with the node’s level range on each mission; it is now always the maximum for the range).
  • Objective Pods for Mobile Defense Missions will now scale with enemy level (no more 2000 Health Pods for TIV MD!)
  • Shields and Armor for Mobile Defense pods were changed to match regular defense pods so that the EHP is easier to compare.