Edit In many missions, particularly Defense, Mobile Defense, and Excavation, players will have to defend a static or mobile object as an objective. Types[] 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)  Gara's  Mending Splinters 15 HP/sec for each active splinter Same as normal  Hildryn's  Haven 500 Max Shields80% faster Shield recharge Same as normal  Protea's  Grenade Fan 500 Shield restore on attach50 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 killedBurst 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 invulnerability60% Heal over 5 seconds No invulnerabilityHeal for 500 over 5 seconds, can’t stack  Khora's  Venari Heal for 50 HP/sec Same as normal  Hydroid's  Rousing Plunder Heals allies for 50 HP Heal for up to 500 over 5 seconds  Harrow's  Penance Heals allies for a % of damage dealt Heals are capped up to 50 per second.  Oberon's  Renewal 125 burst heal50 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 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 Immolate's Damage Reduction applies to allies Capped at 45% Damage Reduction  Baruuk's  Desolate Hands 90% 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.