With druid/lock 2's, most of the match will depend on how well the druid plays. Of course there does require team communication and the lock not ******** up fears/drains and kiting well (CoE) but a lot of the time, the match is decided by how well your druid can manage cc/heals.
For double dps teams, a lot of the time they will target the druid and try to cc you. You need to make sure you do not pop your trinket too early or else you will just get cc'd again. After popping a trinket make sure to get in a fear/deathcoil on whoever seems like the top dps. The battle will mostly depend though on how good your druid is at escaping/kiting. The first druid I ran with kept getting caught in travel form, barely threw up enough HoTs, and trinketed out of stupid things (like cheapshot).
If the double dps goes after you, it should be a fairly simple battle. The druid should keep you overhealed and as many HoTs on you as possible and throw out cyclones on whoever seems to be the most cc. It really isnt a mana battle with double dps, just a survival of the burst and CD's.
For healer/dps teams, you should be trying to get in drain mana as much as possible on the healers and try to keep up dots on both players. You and your druid should cordinate cc/heals so he can go drink after both of you get in some cc and some HoT are on you. A druid will never really run out of mana because they can keep up some heals, travel form out of there, and drink up.
Edited, May 5th 2008 3:06pm by Tugnus