My take on skills:
These are roughly in order of preference.
- Search- Always MAX. If you can't find the box, you can't disable the trap.
- Disable Device - Always MAX. Friends don't let friends blow boxes.
- Open Lock - MAX unless skill point deprived. Currently, I know of no door or chest that has a high OL DC and is essential for quest completion (one could have argued Tear of Dhakaan Elite, but that's a non-issue now), so you can actually get away with just spending a handful of points and getting items here. However, updates are coming thick and fast, so I think future-proofing is warranted in this case.
- Use Magical Device - MAX (and grind for gear) until you can hit a no-fail Heal scroll. Wearing RR items is only the tip of the iceburg, no-fail Heal scroll is the business.
- Diplomacy - MAX unless you have a very unique build (roguebarian style). Avoiding aggro is important for your DPS. Diplo is a last restort, 'oh cr*p' button. Use sparingly.
- Spot - MAX if you stealth (bumping into hidden mobs is a sure way to end your stealth session). Also MAX if you are new to roguedom and/or dislike people jumping where the trap box is. If none of those conditions apply to you, you can drop it... but again, future-proofing against 'random trap' dungeons may be warranted. Monastery Elite really slows down if you have to check EVERY possible trap location.
- Hide - MAX if stealth is in your playstyle. I love stealth.
- Move Silently - Ditto.
Most rogues should be able to MAX all of the above, even with low INT. After that, decisions need to be made.
- Bluff - I've recently become a convert. Bluff is fantastic for pulling single mobs (not so much for the sneak attack it confers). If you solo much, this is a great skill to take.
- Balance - If going acrobat, it's not necessary (at endgame). Balance is helpful leveling up, but rogues should be fairly cognizant of aggro and position, so it's not a necessary skill. It's also worth putting a few points into, as it's not really an all or nothing situation.
- Tumble - Back when you could tumble through 'movement impairing' conditions (binding chains, slow, etc.) this skill was nice. Now, apart from use on the battlefield for breaking stealth and changing targets, it's just flash. Take a few ranks to open up the ability, but only devote full points if you like flippy moves or hate Feather Fall.
- Haggle - Nice to have if you don't already have a haggle toon. Personally, I'm too lazy to bother, but if you are just starting out, Plat might be an issue. You'll have to make a judgement call on this one.
- Jump - Getting over monsters and obstacles is a nice ability, but not nicer than most of the above. Not to mention that a friendly caster (or UMD ability) can give you a significant boost with the Jump spell.
- Listen - If you like some extra dungeon flavor, you can drop points here. But keep in mind that you are getting flavor when you could have had something useful.
- Swim - Swimming (so far) is such a minor concern that this skill is almost unnecessary. A guildie (and Crucible expert) told me that he finds the swim easier with LOW swim scores, as he has more time to get in position before the spikes get close. If the spell FLY is ever introduced to the game in earnest, Swim will be a far more attractive skill.
- Intimidate - If you need this skill, chances are you are building a very unique and specific build and have fully researched/considered all of the implications thereof. Otherwise, avoid like the plague.
- Heal - I'm not sure that this is a good choice on ANY build of any class.
- Repair - Ditto.
- Concentration - No thanks. Rogues are notoriously ADHD-ish. "So, there I was with my left hand on the pressure plate and my right hand on the door latch, tring to pick up the gem with my toes, when her FATHER walks in and... Oooooh! Unsecured coin purse at 3 o'clock!"
- Perform - Only if it added The Robot to my halfling breakdancing routine.