Don't quote me on this, because I just got my key last night. I took seven other folks with me to ST yesterday and we spent a few hours in there clearing to take out MotG. We were dissappointed to find out that you can't use pacification to help split the golems in the zone in tunnel, which is supposedly the first new thing we found. I had a fellow monk in the raid that has been to ST several times before so any comparitive info I have is from his knowledge, not my own. All I can give is what I experienced first hand.
Aside from no use of paci, we off-tanked each pair of golems and made our way to MotG's room where the foreboding guards (FG's) are. There's 8 of them in there and they are untargetable. My monk friend pulled MotG and it started an 'event' if you want to call it that, where the FG's are set free 2 at a time. Going to ST with 8 people was enough of a challenge without trying to kill 3 things at once so we wiped. From what I was told is that this is a new setup but I can't confirm that. What I do know, is that this little 'event' is way bugged. After you start setting these golems free, they don't lose aggro once they return to thier spawn spot, they don't even lose it when you zone, heck they didn't even lose aggro when /q out once, and that's no bull. I did however figure out during our little recovery (our ranger also found this strat on one of the ranger sites) that you can take this event in pieces. All you have to do is aggro the MotG with a monk and FD, which will release only 2 FG's, then let the MotG reset at his spawn point and engage the FG's you just released, then rinse and repeat. I never got to test this as it was getting very late so I left them to try it. I'll re-post when I log on tonight if it did actually work.
We found everything in that zone to be very resistant. We didn't have a keyed enchanter available but we did have a shammy. The sham complained of having to malo and malosini before being able to slow unless she used disease slow which was still resisted on occasion. The only nukes that stuck because we had no ench, were fire based and they were only partial. On the other hand, tanking this zone isn't all that hard considering PoP experience mobs hit harder. We just lacked the healers to tank more than 2 at once, seeing as it took a bit of time to get everything slowed.
If you plan to go to ST, I'd recommend bringing 2 tanks, you pick what type because a 65 monk can tank there, 2 clerics, a sham, a chanter and atleast 2 dps classes. I'd leave the nukers at the house for 2 reasons, one is they had trouble doing much damage at all and the melee seemed more effective with how low the mobs ac was, and the second reason being why bring casters when your whole reason for doing ST is to get primal anyway? (pretty sure I'll get flamed for that one =P) Bring a ranger and a rogue if you can, they'll be more useful with buffs and SoS if the rogue has it.
Rokjaw Preechurfysts
65 Monk Saryrn

Ancient Prismatic Axe
Ancient Prismatic Battlehammer
Ancient Prismatic Bow
Ancient Prismatic Brawl Stick
Ancient Prismatic Claymore
Ancient Prismatic Fist Wraps
Ancient Prismatic Lance
Ancient Prismatic Mace
Ancient Prismatic Spear
Ancient Prismatic Staff
Ancient Prismatic Stiletto
Ancient Prismatic Warsword
Prismatic Dragon Scale
Spell: Aegolism
Stinted Velium Drapes
Velium Fraught Shackles