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. 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 source | Normal effect | Effect on all types of static defendable objects (Cryopods, Excavators, etc) |
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15 HP/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 |
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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 allies for 50 HP | Heal for up to 500 over 5 seconds |
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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 HP/sec |
Same as normal |
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Heals by % of missing health/second | No effect |
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Heal allies standing on it for 20 HP/sec | Same as normal |
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Increase max hp by 300 and heal for 30 HP/sec | 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/sec 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/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 |
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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) |
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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 Immolate's Damage Reduction applies to allies | Capped at 45% Damage Reduction |
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90% 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 |
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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.
13 comments
"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."
This isn't universal, Nidus's Ravenous is disabled, but for a few examples Trinity, Gara's Mending Splinters and the Sancti Magistar effect isn't. (didn't check more, could be just a Nidus thing for all I know)
Vid of healing happening with Trin and SMagistar
https://www.youtube.com/watch?v=HPZWbkXqsCk
And with Gara:
https://www.youtube.com/watch?v=hgKyrjRMgkI
Last I tried using it, Jade's first ability does not work on Excavators and Cryopods. Not sure about everything else, but I assume the same thing for them.
Are those nummbers caped, in the "normal" catagory or can you buff them with strength?
Because Oberon only Heals 40hp/s without strenght mods ^^
Hydroid no longer has undertow. Change needed.
Inaros is the best defense object healer. PERIOD.
Of course they removed that from his ability when they reworked him smh
Do we know if different sources of damage reduction stack when a defense object has more than one source on it? (for example, a nezha safeguard halo + baruuk's desolate hands).
Also, someone please correct the page for nezha's entry on damage reduction to indicate that it takes the augment to put damage reduction on a defense object as his default halo CANNOT be casted to allies.
And for Citrine did the passive work ? and preserving shell ?
Revenant Mesmer Skin new Augment?
This is really late but... doesn't work with any of the objectives.
One thing missing from here, oberon will give armour to the objectives
why isn't well of life from trini on the list ?
Because it is not in the forum post.
WoL gives the +100 hp per second, but the lifesteal does not do anything for the def targets.
Added, thanks.
Protea's Grenade Fan affects the defense pod, it gives 1k shield and 100 shield regen per sec. It does not add excess shield tho. tested in Helene - Saturn.
Noted, thanks.
From what I've seen, Protea's Grenade Fan just bounces off defense objects with no effect.
The fact that 500hp over 5 seconds no staking wasn't revised.