Mass Effect Legendary Edition

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Flambingo

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Flambingo

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About this mod

A somewhat Thane-inspired class that puts a more aggressive spin on the 'stealthy' archetype.

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One less about kicking back, and more about hiding in plain sight. Replaces Infiltrator.

Incompatible with other mods that modify Infiltrator. This includes Three-Stage Melee, unfortunately.

Ghosts are solitary combat specialists capable of turning the battlefield into their personal art piece with unrivaled skill and synergy.

Power Training: Tactical Cloak, Adrenaline Rush, Pull, Concussive Shot, Energy Drain   
Weapon Training: Assault Rifle, Shotgun, Sniper Rifle, Heavy Pistol, Submachine Gun
Ammo Training: Warp

A Ghost's method of stealth isn't to hide in corners, but in plain sight. Ghosts tend to have their victims around their fingertips, ready to be flicked at a moment's notice.


This class is meant to be used aggressively and routinely. Synergy is key. Pull an enemy, cloak yourself, hit that bullet time and go to town on 'em.

Use pistols. Specifically, that suppressed one. I think you get it from the Citadel DLC.
Don't have a specific recommendation for ME2. I mean, I won't stop you from trying it out with sniper rifles or shotguns. I'll always give my classes access to every weapon type but.....use pistols. You'll have the most fun that way.

Adrenaline Rush
and Tactical Cloak both have some hefty Melee Damage buffs in their trees, making this a damn good melee class as well. Probably better than any of the defaults, but don't quote me on that. (ME3 only tidbit)

As for what bonus power you should use, Flare gives you access to biotic combos on any pulled enemy. There's that. Dark Channel also fits the theme quite nicely. (ME3)

Slam is cool. (ME2)

Known, likely unfixable issues:
ME2:
I haven't been made aware of any.

ME3:

If this mod is removed mid-playthrough, there's a chance that your character will still have Warp Ammo and Energy Drain. A theoretical way to fix this would be to buy a new Bonus Power. I say theoretical because I have no proof that this works. I haven't tried it. But considering the next issue, it makes sense. They're both great powers, so you'd probably wanna keep them anyway.

Buying a new Bonus Power mid-playthrough will remove Warp Ammo and Energy Drain. This is because they're flagged as Bonus Powers, and the game will assume that they're to be replaced. Only the Bonus Power you equip during character creation is compatible, so choose wisely.
You can probably fix this by uninstalling the mod, loading up a save, making a new one, and reinstalling. Not entirely sure, though. You'll need to give yourself talent points if you do this.


Install with ME3Tweaks.

If you install mid-playthrough, you'll need to give yourself talent points via the
Trilogy Save Editor
.