If you have any 70+500 folks, you don't need groups. That one guy is probably enough. Someone should take DTs for him, but any character with that much exp can probably solo break PoFear. If it's a 70+500 shaman, and you give him time, all that will be left when the dust settles is Dread, Fright, Ireblind Imp, and Cazic Thule.
The problem is, this isn't playing honestly. Because there's no legitimate reason in the world for a 70+500 to be clearing PoFear. If he's there he's either twinking or farming or PLing. Even if the characters getting loot aren't his, he's still pulling way more than his fair share and they become the equivalent of begging lowbies for a little while. So, on to how to break Fear the real way, with no super high level collossi involved:
Firstly, not much has changed. Whatever you read is probably still accurate, as long as it was written after the release of Luclin. The last major change up there was the addition of the gators with BST class armors, which was both good and bad for the folks trying to break in. I'll explain later
A general piece of advice: know who you're raiding with. Know not only who's gear is solid and such, but who can be relied on not to mess things up. PoFear is much more forgiving than some newer zones, but doing things badly can make for a long night and very unproductive. People that don't freak out at a lot of mobs (6-8) would be good. On the initial break-in you'll want to take with you only your best crew. Hopefully that crew includes a tank and someone with mez
You can zone in safely with Invisibility. Break in isn't done at zone in, but directly west on the zone wall. Nice open area there, you can scout it by yourself one day if you like. Once you start fighting there, expect wandering adds to a total of about a dozen mobs, before having to actually pull anything. There didn't use to be so many, but the Gators were added in this path. That's the bad news about them. The good news is, they're ANIMALS. That means that along with chanters recruiting frogs and necros getting Kirakoi, you can have alligators working on your team, too, by having druids charm them. Charming works great for breaking since both beneficial ideas are fully in effect; with one spell you take out one of the threats and help kill the remaining threats that much faster.
Note: never charm imps. The Scarelings proc Shadowstep on their enemies, which will cause havoc if they're popping away the guys you're killing. After the free mobs are dead, break the charms and kill the pets. A lot of dispellers are next, they'll dispell the pets and cause "adds", if you don't kill them preemptively.
The first time your camp is clear, call in everyone. Send out pullers. Monks , bards, druids , rangers, wizards, whatever floats your boat. Special mobs to be aware of are the Cubes and Glare Lords and Tentacle Terrors. Their favorite thing in the world is AE debuffing the whole raid, with chain five-slot AE dispells. For them, if you can, have the puller not come to camp. Just send a bunch of mag/bst/necro pets at them while they're far away, and nuke from long range. Their melee isn't turbo, so if your freinds are your level then their pets can handle it long enough np. If your pullers can't keep them out of camp, then eat the dispell and don't rebuff until they're done pulling that area.
There is a lot of pulling to do. You'll need to move the raid's camp 3-4 times, and eventually a tracker will have to make sure you don't miss monsters hanging out in dark corners. Clearing everything you can reach from the west wall (break camp and north camp) is the safe way to start, then you go along the south wall and up the East.
That's it, then you're ready for the golems. Someone is going to get DT on the pull, but don't freak out, the golems only have 16khp. I can't imagine any two groups that can't deal that much damage easily these days.
Happy hunting!