In many missions, particularly Defense, Mobile Defense, and Excavation, players will have to defend a static or mobile object as an objective.
Types[]
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. Note that the Eidolon Lure is not static and is 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 source | Normal effect | Effect on all types of static defendable objects (Cryopods, Excavators, etc) |
---|---|---|
Gara's Mending Splinters | 15 HP/sec for each active splinter | Same as normal |
Hildryn's Haven | 500 Max Shields 80% faster Shield recharge |
Same as normal |
Protea's Grenade Fan | 500 Shield restore on attach 50 Shield restore per second |
Same as normal |
Trinity's Blessing | Up to 100% HP and Shield restore | Heal for 500 over 5 seconds, can’t stack |
Trinity's Well of Life | 100 HP/sec + 1% life steal | 100 HP/sec, no life steal |
Equinox's 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 |
Vazarin's Protective Sling | 5 seconds invulnerability 60% Heal over 5 seconds |
No invulnerability Heal for 500 over 5 seconds, can’t stack |
Khora's Venari | Heal for 50 HP/sec | Same as normal |
Hydroid's Curative Undertow | Heals 30% hp every 1.5 secs when ally stands on it | Heal for 100 per 1.5 sec |
Harrow's Penance | Heals allies for a % of damage dealt | Heals are capped up to 50 per second. |
Oberon's Renewal | 125 burst heal 50 HP/sec |
Same as normal |
Garuda's Blood Altar | Heals by % of missing health/second | No effect |
Nidus' Ravenous | Heal allies standing on it for 20 HP/sec | Same as normal |
Wisp's Reservoirs (Vitality mote) | Increase max hp by 300 and heal for 30 HP/sec | Same as normal |
Volt's Capacitance | Grants shields based on 3% of damage dealt | Capped at 250 shields, no overshields |
Titania's passive | 4 HP/sec for 20 Seconds | Same as normal |
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 |
Rejuvenation | Heal 3 HP/sec | Same as normal |
Arcane Pulse | 60% chance to heal for 150 HP when picking up a health orb with a 15 sec cooldown | Same as normal |
Citrine's passive | 5 - 25 HP/sec while in Affinity range | Same as normal (based on player testing) |
Damage Reduction Sources | Normal effect | Effect on all types of static Defendable objects (Cryopods, Excavators, etc) |
---|---|---|
Trinity's Blessing | 50% Damage reduction | Capped at 50% Damage Reduction |
Mirage's Total Eclipse | Grants 75% Damage reduction to allies | Capped at 50% Damage Reduction |
Titania's Tribute (Thorns buff) | 50% damage redirected to enemies | No effect |
Gara's Splinter Storm | 70% Damage reduction | Capped at 50% Damage Reduction |
Ember's Immolated Radiance | 50% of Immolates Damage reduction applies to allies | Capped at 45% Damage Reduction |
Baruuk's Desolate Hands | 80% Damage reduction | Capped at 50% Damage Reduction |
Harrow's Warding Thurible | 40% Damage Reduction | Capped at 50% Damage Reduction |
Nezha's Warding Halo | Absorbs 90% of damage | Capped at 50% Damage Reduction |
Citrine's 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.