Originally Posted by
Garnix
While I agree that adding an offensive spender to those gauges would be kinda cool/convenient, it would also lead to another game design issue: people would try to use the offensive spell as much as possible rather than the heal or defensive buff.
It is this exact design issue that led them to remove Energy Drain in 5.0, and then add it back, and then lower its potency.
It's obviously a hard balance for them to find...Unless you put a long recast time on the DPS spell, in which case it doesn't really do anything, as you would basically just use it on cooldown anyways.
For PLD, maybe they found a solution as they said that tanks will be rewarded for using cooldowns at the right time, whatever that means.