PLDT and SmartBro Termination Woes

On October 2013, due to continuously terrible connection of SmartBro, I inquired about account termination. I was advised that I will have to pay for all the months until the end of my contract (which will end April 2014) so I put up with it for a few more months. I paid all of my bills (sent via email) until the end of my contract.

Come April 2014, I filed a termination request on the 8th and it was accepted by the local branch of the company. I was advised that the termination will be free of charge and if I had already paid my bill up to that point, I was to ignore any succeeding billings. A few days later, I received a call which confirmed my request for termination. I did confirm it and once again, the company’s representative advised me to IGNORE ANY AND ALL SUCCEEDING BILLINGS.

April 16, 2014 I received a bill through email which equated to a full month of the service. Because I was advised to ignore it, I did ignore it.

April 10, 2015 I received a letter via snail mail. The contents of the letter not only irked me but offended me greatly. It stated the following:


Bullshit letter from Smart Bro, signed by the OIC of their Recovery Management Division

I was offended because:

** Not once have I missed paying my bills. Even with my current ISP, I never miss my due dates and in fact have MANY ADVANCE PAYMENTS. Even if they look through my account through the years, they will not be able to find a single missed payment.

** My contract with them has ended a year ago AND THE STATUS OF MY ACCOUNT IS PERMANENTLY DISCONNECTED. And yet this letter states that I still have OBLIGATIONS.

** After the termination confirmation call, which even advised me to wait for their technical people who will retrieved their antenna and other peripherals from my residence, I HAVE NEVER RECEIVED A SINGLE CALL FROM THE COMPANY. The technicians never arrived either.

** There were no “repeated demands” via call, and THERE WAS NONE VIA EMAIL EITHER. One might think that maybe they removed me from their mail list so I never received any emails? I AM STILL IN THEIR MAILING LIST AND I PERIODICALLY RECEIVED THEIR EMAILS. And obviously, I have not blocked PLDT/Smart either:


I settled the small amount that they asked of me after a customer service representative (via the hotline) confirmed that my account was indeed PERMANENTLY DISCONNECTED, and advised me to check with the local branch. A representative at the local branch explained that the bill was “leftover” from the time between my last billing (March 2014) to the disconnection. GOOD RIDDANCE.

Do note that during the time that I applied for disconnection, I REPEATEDLY ASKED IF I STILL HAD ANYTHING TO PAY including termination fees and ANY LEFTOVER BILLING. The representatives that I spoke to at that time REPEATEDLY SAID NO and ADVISED ME TO IGNORE ANY SUCCEEDING BILLINGS.

Why were there no calls or even emails to explain what the bill is for, when they so easily called me for the termination confirmation?

Why did they claim to have made REPEATED DEMANDS when I received NONE AT ALL either via call or email within the past year (aside from the April 2014 bill, which obviously does not count as “repeated”)?


This is the kind of bullshit that made me ditch their company after two or three 24-month contracts! I can stand intermittent disconnection and derpy customer service, but when the SYSTEM ITSELF IS SHITTY, count me out! Good riddance, PLDT and SMART! And don’t ever call me up for offers again!

FFXIV Points to Remember for “The Steps of Faith”

Game: Final Fantasy XIV A Realm Reborn

Version: 2.55 as of March 31, 2015

Duty: The Steps of Faith

Objective: Kill the wyrm Vishap before he destroys the Arc of the Worthy.

Blogger’s Note: I prefer tanking this duty to setup the kills, however the key to victory is for the DPS members to know what they are doing. Stop dying. If you DPS have aggro, take the mobs to the tanks! Don’t run around like headless chicken! Melee DPS, -please- do not take wyrm-feet to the face! Healers should also throw DPS when they can. This isn’t the time to be saying “omg we are already healing, why we gotta DPS too?!” This is a time sensitive duty and if you don’t kill that wyrm fast enough, YOU ALL FAIL.

— For tanks —

– One tank should take the left side and the other should take the right side.

– It does not matter who is “main tank”. Both tanks should be flexible and aware of the situation at all times.

– Tanks must take all adds and pull them beneath Vishap, who is slowly walking towards the Arc. This sets them up for the cannon hits.

– Whenever a Biast or Drake appears, run up to it and Provoke+Stun. It will be fixated on the cannons despite the Provoke so stun it as fast as you can, or the cannons and its user will get damaged. After a while, the aggro will go to you and you can drag it over to Vishap with the other adds.

– Wyverns use Collapse (triangle frontal AOE), just avoid it/make it face away from the rest of the party.

– Mind the “mini boss” adds that appear:

— The Horde Armored Dragon has massive AOE (Hard Stomp) that should be stunned. Don’t spam stuns on it otherwise you won’t be able to stun it during Hard Stomp! The one who stuns should preferably be a Paladin though because their stuns had low cooldowns. Don’t think “oh we’ll just kill it fast enough so stun resistance wouldn’t matter”. Unless you have monster DPS, you’ll have a hard time taking down that turtle so best stun it only when necessary and leave inflicting damage up to DOTs and cannons.

— There will be a Horde Dragon that breathes a straight line of poison (like Aiatar of Brayflox’s Longstop) , so make it face away from the rest of the party or just make it face straight forward (between Vishap’s legs) as you walk along.

Horde Transcendent (?) is like the Stone Vigil Hard final boss. It has a weird aggro pattern and may attack anyone despite the aggro bar’s info. Try to burn it down if you can, or just leave DOTs on it. Priority is still Vishap. Burn the Transcendent only if you are confident that you can take down Vishap before it reaches the Arc.

— For healers —

– Keep everyone at 80% HP or higher. There are very hard hits and DOTs that can quickly kill your party members.

– Use Succor/Medica II whenever it’s already down. Don’t worry about aggro, tanks should deal with it! That said, please do take the adds towards the tanks so as not to give them such a hard time.

– Throw DOTs at Vishap or anything else.

– DO NOT stun-spam the Armored Dragon!

— For DPS —

– The cannons should always be manned. If you can, leave DoTs on Vishap when you don’t have cannon time.

– The third cannon skill drops a slowing AOE on the ground. You can line them up close to one another as Vishap walks. It won’t slow down the wyrm but it will slow down the adds which should be positioned by your tanks beneath the wyrm.

– The second cannon skill is Lightning aspected and can paralyze/stun the adds.

– The first cannon skill is your basic AOE. Fire away whenever the other two skills are on cooldown.

– Don’t use your limit break on a single add… seriously, that was the dumbest thing that I’ve seen so far in this duty.

– DO NOT stun-spam the Armored Dragon. Use Stun only when he is using HARD STOMP which is a massive AOE. The one who stuns should preferably be a Paladin though because their stuns had low cooldowns.

SNARE MECHANISM: This should be triggered when prompted by the NPC (Lucia). Anyone can trigger it.

DRAGON KILLER: A ballista on top of the tower close to the Snares. Once Vishap is Snared, use the Dragon Killer on him. If you miss even one, there’s a bigger chance that you will fail. Preferably manned by DPS.

Ideal HP% for a “win”: Vishap should be around 50% by the time that he tries to destroy the second group of cannons.

LIMIT BREAK USAGE: Limit Break 3 should ideally be used on Vishap as soon as it is full, preferably by a melee class (Final Heaven). There maybe be enough time to change another Limit Break (LB1) as the wyrm walks so don’t shy away from using LB3. If you’re in a pitch or if there is no melee member, it may be used by a caster. Tough luck if you have 4 bards though.

FFXIV: Thorne Dynasty Map Locations – Image Heavy (END)

My server, Carbuncle, has unlocked the final quest. I will no longer update this blog post.

Game: Final Fantasy XIV A Realm Reborn

Patch: 2.51 as of posting

Event: Little Ladies’ Day 2015

Related Quest: Digging for Dolls

Recommended Level: 40

Requirements: Able to Decipher and Dig for maps (Note: You can ask a higher-leveled friend to decipher and dig the maps for you!)

Final Quest: A Father’s Folly (Unlocked after completing the doll set on the stage)

Achievement: Welcome to the Dollhouse

Legend: Coordinates on upper part, actual map area on left side and Thorne Dynasty map on right side

Legend: Coordinates on upper part, actual map area on left side and Thorne Dynasty map on right side

– Thanalan Maps –


Eastern Thanalan near Halatali


Eastern Thanalan near the dead Goobbue


Southern Thanalan near Forgotten Springs

Central Thanalan near Gate of Nald

Central Thanalan near Gate of Nald

– Shroud Maps –


North Shroud south of Fallgourd Float


North Shroud near the Yellow Serpent Gate


South Shroud below Camp Tranquil


South Shroud near No Man’s Hovel


East Shroud near Amarissaix’s Spire


Central Shroud near Tam-tara Deepcroft

– La Noscea Maps –


Middle La Noscea near Seasong Grotto

Middle La Noscea near The Cookpot

Middle La Noscea near The Cookpot


Outer La Noscea at the Kobold Dig

Outer La Noscea south of the Floating City of Nym

Outer La Noscea south of the Floating City of Nym


Upper La Noscea near Jijiroon’s Trading Post


Western La Noscea near Swiftperch


Lower La Noscea at La Thagran Eastroad

Lower La Noscea near The Mist

Lower La Noscea near the residential area, Mist

East La Noscea near Brayflox's Longstop

Eastern La Noscea near Brayflox’s Longstop

Thorne Dynasty Doll Set (bottom to top): The First Paladins, The Twin Bows, The Three Creators, Princess Edvya and her husband.

Thorne Dynasty Doll Set (bottom to top): The First Paladins, The Twin Bows, The Three Creators, Princess Edvya and her husband.

FFXIV: Quick Guide to [ The World of Darkness ] Bosses

Edit April 25, 2015: Doing a quick edit because people keep posting “y ur info incomplete/inaccurate?!” comments on this. This was a [quick guide] created right in the week that [the duty was first released]. Look at the last content edit [ JANUARY 26 2015]. I don’t know how to put it any other way but it seems that some people don’t really read things through before spouting crap. As such, I will be closing comments on this.



Game: FFXIV A Realm Reborn

Patch: 2.5

Important Note: I just finished this duty and I’d like to quickly write what our Alliances did to clear the bosses. I may miss out on some details but the important points will be here. Edited Jan 26 2015 : Added more info.

>> As I have written on my note above, this was just a quick write-up for when the duty was new. It’s the same as what I did with the Sastasha Hard duty when it was new to help fellow players out. Now that the content has been around for a while, I will no longer update this. <<

First Boss: Angra Mainyu

– Ahriman-type boss.

– Doom Debuff: When you get this, go to an illuminated circle. The circle moves you be wary of where it’s positioned. Doom will be removed. Otherwise, you die.

Red/Grey Debuff: The room occasionally becomes half-red and half-grey. If you have the red debuff, stand on the grey side of the room. If you have the grey debuff, stand on the red side of the room. Otherwise, you get massive damage/die. The debuff changes when you successfully survive it; grey will change to red, and red to grey, etc.

– Kill the Hourglass mobs. Move out of the quarter of the room wherein the “roulette” triangle stops.

Second Boss: Five-headed Dragon

– Hydra-type boss.

– Kill any adds that show up. For unattackable mobs, try to heal through it.

– Occasionally there is a fire DoT. This needs quick and strong healing. Edit: As DPS or subtank, you can stop attacking to prevent damage. It only lasts a few seconds.

– Whenever the Dragon’s heads appear (targettable as Head of Fire, Head of Poison, etc.) kill them ASAP otherwise each head will drop an AoE that may cause a wipe.

– Stay away from the fire and ice AoE on the floor. The ice AoE expands and freezes people so run away from it.

– Dragonfly: It is unkillable and its attack works like “Prey” in Sastasha HM. If the target of this mob is taking too much damage, take the Prey line from him by running past it.

Third Boss: Cerberus

– 90% HP, Cerberus will break from his chains.

– Two kinds of targets will appear: Gastric Juice and Wolfsbane. One group of people at a time, preferably an Alliance, should stand in Gastric Juice and get hit by the Mini debuff. Once they are Minimized, run to the purple AoE that was left by the Wolfsbane. The AoE will “seize” you and Cerberus will eat you. Inside Cerberus’ stomach, quickly destroy his stomach walls then leave through the exit that appears. This will make Cerberus writhe in pain.

– While Cerberus is immobile due to pain, use the Magicked Fetters on two of the columns. Proceed to beat down the boss. If Cerberus is not fettered, he will gain stacks of Haste and will be able to kill players almost instantly.

– Gastric Juice and Wolfsbane can be killed as soon as they have served their purpose (after minimize and going into Cerberus).

– Repeat the Minimize + kill Stomach Walls as soon as Cerberus breaks out of his fetters.

– When fettered, Cerberus has some laser adds. Avoid them.

– Alliance A is usually on “Minimize” duty. They are minimized by Gastric Juice, eaten by Cerberus when they walk on Wolfsbane AoE, and then they kill the Stomach Walls.

– Alliance C is usually on Wolfsbane-clean up duty. They kill the Wolfsbane adds that appear and kill Gastric Juice when it has served its purpose.

Final Boss: Cloud of Darkness

– Appears on three parts of the circular stage. Whenever it disappears and reappears, stay away from its direct line of sight because it will throw one frontal laser attack. This laser debuffs and damages what it hits.

– Tanks should switch because this boss has a painful debuff.

– A person with a target on him should stay AWAY from others and KEEP RUNNING until lasers drop on him and stop. Just run!

– When meteors drop from the sky, go to the bottom of the meteor. At least one person per meteor, or put in as many people as necessary to make the circle barrier appear. People who have the debuff from the laser should avoid going in the meteor circle.

– When Dark Clouds and Dark Storms appear, do not allow them to get close to the boss. Kill them quickly or you will wipe.

– When Hypercharged Clouds appear, move close to them because they will soon be enclosed by barriers. Kill these very quickly or they will emit a strong AoE.

– Some snake-like adds will appear. Just avoid and ignore them.

– The rest of the fight is a rinse, repeat and mix of all these phases.

FFXIV ARR: Eternal Bond “The Twelve”

Game: Final Fantasy XIV A Realm Reborn

Patch: 2.45 as of December 09, 2014

You know those stones with weird markings that have been around forever? It turns out that they aren’t just there for show or backstory. They’re sites to be visited during a pilgrimage for the Eternal Bond ceremony, Eorzea’s version of the marriage system.


Nophica the Matron (8, 10) Old Gridania Conjurer’s Guild


Byregot the Builder (16, 28) South Shroud Camp Tranquil


Althyk the Keeper (23, 25) South Shroud Amdapor Keep


Llymlaen the Navigator (7, 14) Limsa Lominsa Aftcastle (Anchor Yard)


Nymeia the Spinner (26, 37) Lower La Noscea Moraby Drydocks


Oschon the Wanderer (25, 18) Outer La Noscea


Nald’Thal the Dusk Trader (7, 12) Ul’dah Thaumaturge Guild (Arrzaneth Ossuary)


Rhalgr the Destroyer (19, 14) Southern Thanalan Little Ala Mhigo (2nd level)


Azeyma the Warden (23, 29) Eastern Thanalan Burning Wall (Final Prayer)

Halone the Fury (7, 31) Coerthas The Fury's Gaze

Halone the Fury (7, 31) Coerthas The Fury’s Gaze


Mephina the Lover (22, 8) Coerthas Steel Vigil


Thaliak the Scholar (18, 17) Mor Dhona Rathefrost


FFXIV: Quick Guide to Sastasha Hard Bosses


Game: Final Fantasy XIV as of Patch 2.4

A day after release and no one has still figured out two of the bosses in this dungeon. I am writing this post with my observations to help other people out. I have run this as DPS (summoner IL108), healer (white mage IL94) and tank (paladin IL98).

Last Update: November 02, 2014

My personal advice: Don’t slack off in this duty. Whether you are tank, healer or DPS, just always do your best. Don’t rely on macros as something can quickly go downhill between those “wait” times. While this duty may be tiring for healers due to the amount of healing and barrier-casting done, the key is for everyone to work together. Healer, trust your DPS to actually do the best that they can; focus on healing, you don’t have to attack. DPS, help out the healer when he’s being attacked and try to focus on attacking the mob that the tank is holding. Tank, don’t yell too much at your healer.

Important Note: Sastasha’s boss are rather strict DPS checks (at the moment, might be easier once we get 120+ gear)

First Boss: Karlabos

A vilekin that lives on the ocean floor. It has three notable attacks, the most painful of which is Tail Screw. Tail Screw has a cast time so the players should pay attention to it. If you are targeted by Tail Screw, move close to the healer just enough for him to be able to heal you. Tail Screw will always take out a huge chunk of your HP (my summoner had 5.3k HP and after Tail Screw I’d be left with 50 to 150 HP), the exact damage is supposedly 99% of your HP. Tail Screw itself does not kill the player, but after the attack a whirlwind (similar to Twintania’s Twister) will momentarily appear. If you move from your spot quickly as Tail Screw hits, you can avoid death via twister. This is a split second decision and any hesitation may kill you. The healer should immediately heal the player that was hit by Tail Screw. This attack -can- be STUNNED (but not Silenced). Don’t stun it too much as it will build resistance. Since the tank will usually be stunned by Prey (see next paragraph), the DPS might have to stun Tail Screw.

Another boss attack is Prey. Usually the tank is marked for this and he is subsequently washed by the tide and then stunned. This usually occurs right before Tail Screw is used. This is not a dangerous move, the tank can eat that damage but he will get stunned for a while. Also, any player who comes close to the tank will get marked for Prey instead and that player might die if the positioning is bad (e.g. a monk who moves in too close, gets Prey -AND- Tail Screw). Alternative strategy if only the tank has Stun: Make one of the DPS walk through the tank when he has Prey, then Prey will transfer to the DPS leaving the tank able to stun Tail Screw.

An AOE attack that powers up over time is a Slime debuff attack. At first it will target only one person, next time it comes up it will target 2 people, then 3, so on. If only 1 person is alive and the attack is supposed to hit 3 people, all 3 attacks will land on that remaining person and will kill him (except a tank using Hallowed Ground). This attack leaves a debuff that has damage over time and should be cleansed with Esuna or Leeches. Due to this attack, players should not stack. If two players are close to each other, both will get hit with Slime and have 2 debuffs instead of 1.

Second Boss: Captain Madison

Super strict DPS check. Every few percentage of his HP, the Captain will use an almost unstoppable attack called Musket. He will fire at a target repeatedly and subsequent firings will be faster and stronger until the target dies. The only way to get through this is to burn through that % of his HP. Be careful not to burn too much or else you might risk activating his next Musket phase. You will see some dialogue on the screen which signifies each Musket phase.

He has a pistol whip attack but it is relatively harmless, except when it stuns someone at the wrong time.

As for his minions/adds, I put a kill order on them as: Slave, Leech, Boy, Guard. The Slave appears only around 50% of the boss HP. Like Sergeants in Pharos Tower, it will BIND the player that it targets until the Slave is killed. Near the end of the Captain’s life, four Slaves will appear. As for the Leech, it’s a conjurer so get rid of it quickly. The Boy is a lancer and can do some annoying straight-line attacks, and the Guard is a paladin. Even when the boss dies, the adds will not disappear until you kill them so don’t let your guard down.

If Musket comes up while adds are still alive, just kill the Slave and Leech, save the Boy and Guard for later; focusing on burning through the Captain’s HP until he stops using Musket. As noted in a comment below, Adloquium helps the Musket’s target to remain alive; as does Stoneskin. The first few rounds (stacks) of Musket are weak and the attack progressively gets stronger and faster the longer it is kept up. 

A strategy that we worked out is to stay near the tank at all times. Even if the boss pistol-whips someone to the other side of the room, he should go back to the tank. This way, the mobs can be AOEd when they show up and/or the healer won’t have to chase people around to heal them.

Strategy as recommended by comment below: Around 30% HP, the boss will summon one last round of Slave+Leech+Boy+Guard. You may kill the slave and leech, then proceed to burn through the boss HP as soon as he starts using Musket. Sometime between using Musket, he will call the -last- group of adds. This has FOUR Slaves in it which are difficult to get rid off. Ideally, a caster will use Limit Break on all the adds+boss; or a melee dps will use Limit Break on the boss. The goal is to burn enough of the boss HP to make him stop using Musket, after which you can deal with the adds.

Another thing of note: Do not panic when a Slave gets you. It does no damage as it only binds you in place. It’s the other adds (Leech, Boy, Guard) that close in that do damage, so if you are bound alone you can either kill off your own Slave or prioritize another member who is being beaten to death by other adds. Ideally, the tank should take all adds but there are instances when the tank is pushed away and thus loses aggro, or the healer overheals and takes aggro.

Regarding the target of Musket: As noted on a comment below, the target can be “Covered” by a Paladin (Skill: Cover). Target of Musket/Cover must stay near the paladin.

Final Boss: The Kraken

Similar to the Hullbreaker Isle Kraken, except this time you don’t have the fatal version twisters/whirlwinds and you can actually fight the Kraken now. This is pretty easy just make sure to stay near the healer’s range. The tank doesn’t have to grab aggro on all adds, just the Kraken.

As for the adds, they’re the usual Tentacles and Arms. You can use Strategy 1, 2 or 3 depending on the capability of your party.

Strategy 1: Tentacles can and will toss people like in Hullbreaker Isle. The tossed person is stunned for a while. You can aim to kill the tentacles first. If people get tossed too often you will lose DPS and the tank may also lose Kraken’s aggro.

Strategy 2: Kraken Arms occasionally make whirlwinds but it’s a weaker version than Hullbreaker Isle’s. If all Arms are defeated, the Kraken will lay vulnerable for a few seconds without any Arms waving around. When World’s End is casted by the Kraken, its damage is based on the number of Arms still alive. (As stated in a comment below)

Strategy 3: The tank can mark -ONE- tentacle and then the party can kill it quickly. This is to avoid too much stunning and tossing around. Then go for the Arms so that the Kraken will retreat and leave it more vulnerable for full DPS.


Around 50% and 25% HP, a lot of Arms will show up and use Wallop/Clearout repeatedly. Heal through this phase and focus on boss, because the Arms will disappear after this phase. Otherwise, just get the Tentacles/Arms, then focus fire on the Kraken. You can also leave DoTs on the Kraken since it isn’t invulnerable in this fight even if the Tentacles and Arms are still alive.

My first Sastasha Hard completion. I was a summoner with a cool party from another server.

My first Sastasha Hard completion. I was a summoner with a cool party from another server.

Feel free to leave comments regarding your own observations. It’s still early in the game and some mechanics maybe be revealed clearly later. If there are major corrections to my observations, I’ll make sure to note them for subsequent readers.

FFXIV: Call of the Wild

Game: Final Fantasy XIV : A Realm Reborn

Version: 2.3

Sylph and Amalj’aa Guide

Sahagin and Kobold Guide

Ixali Guide



To unlock the “Call of the Wild” quest, you must achieve the highest reputation rank in each and every beast tribe. Then, return to your Grand Company and obtain the quest from one of the GC NPCs. “Call of the Wild” will unlock another quest which will lead you back through all of the previous beast tribes:

  1. Call of the Wild (at your Grand Company)
  2. Little Sylphs Lost (Gridania/Sylphs of Little Solace)
  3. Clutching at Straws (Limsa Lominsa/Sahagin of Novv’s Nursery)
  4. Digging for Answers (Limsa Lominsa/Kobold of the 789th Order Dig)
  5.  Rattled in Ehcatl (Gridania/Ixal of Ehcatl Nine)
  6. Ash Not What Your Brother Can Do For You (Ul’dah/Amalj’aa of the Brotherhood of Ash)
  7. Friends Forever (Ul’dah)

Reward: “Allied” rank to all available beast tribes.

The following items will be available for 25,000 gil from their respective beast tribe vendors:


Wind-up Founder

Wind-up Violet

Wind-up Violet

Wind-up Sea Devil

Wind-up Sea Devil

Wind-up Kobolder

Wind-up Kobolder

Wind-up Dezul Qualan

Wind-up Dezul Qualan



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