https://worldofwarcraft.com/en-us/character/us/frostwolf/rupp
Just focusing on dungeon gear. Any advice for possible ring/neck pieces based on stats? Or any other recommendations. Farming Seal of the Regal Loa (socket) atm.
You'll do fine with that. It's obviously not BiS you are probably 15% weaker than somebody that went full ham... but, with the current state of the meta just being Alliance Premade Pocket Hunters it's not gonna matter much. The main issue right now is that healer positioning on the battlefield is 100% overshadowed by spec power, still play smart, but it matters a lot less... with that in mind... picking items that help you survive an attack/stun/silence are super important more so than just stacking int/verse has been in the past like at 20s. You can get obliterated at the 29s... its not like the 20s.
Talisman of the Breaker is worth looking at so you don't just die. The heirloom neck is better for Arena only, especially if you are already running injector on your belt.
Maybe some items to get your haste to 20% (ish)... you can swap out the glad shoulders/bracers etc. (crit/verse is just a worse combo than haste/verse). The base rule of Tence still applies... if your heals don't get to the target it time, it does not matter how powerful they might have been.
Maybe a more defensive trinket than the dragonling, something like the Compass or other.
Get an eternal belt buckle for the 3rd gem slot on the belt.
The issue is that most people that premade will have one build because they don't ever have to worry about being on the losing side of a lopsided game... these are the guys with no HP but base and just stack int/verse (or now just pure Int with spellfire). They get away with it at the current 29s because they are always standing behind a DPS wall that is taking care of all threats. You can build that way, or build a more survival based build.. up to you. Or just have both, which is what I recommend... that way at the start of any game you can just swap up to what will really make you the most effective, even if you are gonna get farmed by nerds.
I've played enough and seen this happen over and over... when the fights are even, at the current 29s where physically getting to the healers is not an issue because all the melee have long range gap closers etc... the side that will win has the healers that can survive the initial stuns... if you have 300 Int, but just get a monk on you with 3 stuns/interrupts and an EWF up... you are dead with 3400 HP.... but you might live with 4k and some smart trinkets. Just an opinion.