Yeah, almost anything.
So many things missing - where's the +Con? Where's the double-strike? Where's the Tactics DC bonus? Where's the Ref/Fort Saving Throw item???
This is so bad that I'm going to break it down - if not to the OP, then at least to every other new(er) player who is thinking about gear and wants to read a bit.
When a player sits down to figure out their gear, best is to start by making a wishlist of all the desired effects you could want - +stats, fort, +HP, +damages, miss %'s, deathblock, etc etc etc - all of them. Then prioritize them - what is mandatory, what would be really nice, and what is merely "ooh, shiny!".
If (in theory) someone CC'd all this, or if they got the best droploot imaginable, if the tetris all fell perfectly in line, they'd have (without trinket) 11 gear slots w/ 2 main effects each, for 22 effects, plus maybe another dozen "insightful" (aka minor-ish) effects. If Cannith Crafting can provide 22 soiid effects plus 11 more "nice" ones, then we should be able to do better with named items (maybe adding in Set Bonuses) - that's what they're for.
(Plus weapon(s), but let's ignore that for this discussion. Sim w/ colored slots - easier to find on named gear, but can also be found on droploot - again, let's table that for now, keep things simple.)
One then starts adding in named items. IF(!) the named items can improve on those 24-36 effects, then it's a "good thing" - if not, we're going backwards.
Simple. So let's apply that here... and I'll organize them by set bonus.*
(* Things like set bonuses have to be taken as a whole - 5 individual items out, 5 set items in, what's the net gain/loss? In this case, small gain, BIG loss imo.)
In the above gear list (11 pieces, no trinket listed) we have (with merely "shiny" or simply useless stuff in parentheses)...
11 items listed... let's start w/ the 3 non-set items...
- bracers: Ethereal, Heroism (Magical Sheltering +13, Will Save +4)
- goggles: Manslayer (= vorpal), Melee Alacrity 6% (Insightful Strength +2, +1 Action Boost) (Nice)
- helm: Relentless Fury (small % for +5% damage), Seeker 5 (Insightful Deception +1, Quality Combat Mastery +1)
3 items with 6 solid effects (plus some shiny stuff) - nothing special, hardly "the best" (not by a long shot!), but not a bad start. Biggest problem I see is the Will ST - that's only 1/3 of an effect. This gear should have, at minimum, a flat +4 Resist item - and a CC'd item would be +5. 2 slots (Heroism + Parrying) mimic that, but hardly efficient. Bonuses on top of that would certainly count, but not a +4 to 1/3 of the Saving Throws we need.
(Similar (but less so) w/ the Magical Sheltering - should be both MRR and PRR. This ring + the armor cover both, but that's 2 slots doing the work of 1, so this effect gets discounted. Sim w/ the +2 Str or +4 (net) to ST's from Heroism + Parrying - we really want a +6 Str item or a +5 Resistance item, not a work-around to a larger value that we should have from 1 slot.)
Then the 5-piece Adherent of the Mist set:
- slippers: nothing (Ghostly 10% miss % is redundant w/ belt, ghost-touch is redundant w/ bracers)
- gloves: nothing (Insightful Diversion +4%, Deadly +5 is redundant w/ Ring #2)
- Necklace: Wisdom +6 (and NOT a Cleric x3)
- ring #1: Vitality +19, Deathblock (Quality Magical Sheltering +3, Insightful Curse Resistance +2)
- ring #2: Reinforced Fists, Deadly +5, Stunning +6, Soul of the Elements (GREAT Monk ring!)
- + set bonus:
- +5 Profane Bonus to Physical Resistance Rating.
- +10 Profane Bonus to Positive, Negative, and Repair Healing Amplification.
- +5 Profane Bonus to Melee and Ranged Power.
- +10 Profane Bonus to Universal Spell Power.
Let's look at the first 4 items, because that last ring is a stand-out by itself. That one piece aside, we have 4 items that provide 3 effects plus the set bonus - that is just NOT good, not by any standard. Two items that give nothing(!), one that only gives one stat bonus - this is where this mix fails. Keep the last ring, replace the rest w/ droploot gear without any 3rd effect and you're ahead. Get some Insightful rolling in the mix, and now you're talking.
The set bonus that works better is the 3-piece armor + belt + cloak. The bonus makes up for the flacid cloak*, but for what you get I have to wonder if a custom-fitted CC'd cloak without the set bonus wouldn't be better.
- belt: Blurry (20% miss), Dexterity = +7 (Quality Dodge +1%) (Nice belt)
- cloak: Deception +4 (Hide +12*, Move Silently +12*, Ghostly redundant w/ belt + bracers)
- armor: Fortification +77, Parrying +2, Physical Sheltering +14, Profane Well Rounded +1
- + set bonus:
- 1 Sneak Attack Dice
- +5% Artifact bonus to Fortification Bypass
- +5% Artifact bonus to Damage vs. Helpless Opponents
3 items w/ 7 effects is not bad, then plus the set bonus tips it to acceptable. (And actually "good" if(?) the Hide/Move Silently is central to the build concept*.)
(* I don't see monks as big sneak killers, but to each their own - if that's the character concept, then this cloak is indeed useful.)
So - we had 11 items (no trinket), so we were looking, at minimum, for 22 solid effects, plus another 11 misc ones - and what we have is maybe 18, plus a half dozen. And if you take that one ring out, it just gets uglier.
(Which is why there was one suggestion for Red Fens sets - Vulkoor's, Raven's Eye, Marshwalker, these ML 7 pairs are better (depending what you're looking for) than some of the above at ML 10.)
And that's how you look at it, how you have to look at it. "Ooh, shiny!" is simply not a substitute for the basics, which, sorry, but this completely lacks. (Take a look at this monk's gear layout for comparison - list the effects it enjoys, vs. what the OP's does not. Don't include augments, just the item effects.)
(For any who want to compare a named item to current CC values (which is sort of the "standard" yardstick stuff is measured by), see this table.)