Telengard the escalation die only escalates when the fighting does, so in a round where nothing really happens the GM is supposed to go "sry no dice"
The trick isn't to not do anything, but to use ranged, traps, tools, and terrain while retreating in order to deny the enemy the use of their potency bar (let's call it for what it is) while it is full, and then to begin filling up your potency bar.
The enemies' potency bar starts filled, so giving them full engagement at that point is to hand an advantage to the enemy. But, the enemies' potency bar is far smaller than the party's (because you're so awesome) theirs being maxed at +1, so it won't take but a round to get them to expend it and bring the fight to 0/0.
After that, the party can begin filling up their potency bar. With any such bar removed from gameplay like this, there will a list of tasks that can be checked off that can fill your potency bar with your jizz. You will want to do those tasks to try to max your potency as much as possible before full engagement occurs. You don't have to, bu the longer you wait, the more damage you will do, the faster the enemies will die, and the less resources you will expend in killing them. All to your advantage.
Should the gamemaster deny the use of ranged, traps, and tools in filling the bar, then it becomes a system that encourages only melee combat and not ranged, stealth, tactics, or intelligence (and is therefore shit).
So, then, once you have filled your potency up as much as you can, that is when you release. You never want to fight at full engagement first round (unless you can clean up), as then the enemy will use their filled potency bar on you. Lucky for the party, if the fight starts at any kind of range, the enemy will be denied the use of their full potency anyway.
To reduce all this to it's simplest, if all the party has to do is attack in order to fill the bar, then they retreat one rank each round and fire arrows at the enemy until their potency is maxed or until something blocks them from doing the same thing another round. Then they lay into the enemy. Because, to look at the numbers listed above another way, if a 6th lvl wizard normally needed a 19 to hit a creature and a fighter a 16, the fighter would hit roughly 1/4 times while the wizard 1/10. Slap on a +6, and the fighter hits 1/2 and the wizard 1/3. With even the wizard hitting more often than the fighter normally would, the party can seriously clean up.