Do you find that you need to use pots in ZA at all? Ideally you'd want to take enough damage to sustain a maximum threat rotation for an entire fight, especially so on bosses. It took me a while to find some gear combinations that didn't feel like I was Curator (and having to pot every CD cause the damage just wasn't there). I like to sit at about 18.5k fully buffed for ZA (including a Warrior's shout) and stack up the threat stats. Incidentally, that puts my dodge about 4% lower than yours.
Pieces that you're wearing that can be changed from Survivability to Threat include:
Neck, Shoulders, Chest, Shield, maybe Trinket
After crunching your numbers, with Flask, Crawdad, PW:Fort, Blood Pact, MotW, and Kings (no Shout) you should be running just over 20k HP buffed.
With these changed:
Neck > Shattered Sun Pendant of Resolve
Shoulders > Crystalforge Shoulderguards (GIot Knight + 2 Solid Stars)
Chest > Shattrath Protectorate's Breastplate (Defense + Solid Empyrean)
Shield > Sunward Crest (+18 Sta)
Top Trinket > Tome of Fiery Redemption
You sit at 19.4k HP with the same buffs. You end up losing lots of Dodge (down to 21% unbuffed) and a little HP for a gain of about 80 Spell Damage and a huge chunk of Expertise. You could of course push the Spell Damage increase even further at the cost of a few hundred more HP.. well over a 100 increase if you wanted. Also, there's that extra 290 Spell Damage from the trinket that procs from time to time.
Will it stop the locks from threat-capping on you? No... Pre-raid DPS (and even DPS in the first bit of raid gear) has no hope of catching up with a good tank who goes all out. It creates a false sense of ownage, combined with the fact that a Paladin can basically prance right through a heroic like no one's business. By the time that they're sitting in epics though, a good DPSer should be able to take threat any time that they want. Some, like Rogues, Hunters, and Mages can go all-out thanks to threat dumps -- but Warlocks do need to throttle a little bit at times. What you need to do is generate enough threat that they can get through the fight before:
1. The enrage timer
2. The healers go OOM
If you can do that.. you're doing perfect. There is absolutly nothing wrong with not being able to generate more threat than a DPSer going ALL out. DPSers need to learn that there's no need to kill a boss 30 seconds faster when you're already killing him 3 minutes under the enrage timer. You're the tank, you control the fight. This includes the pace. Don't let the DPS try to control the pace for you.
Edited, Jun 20th 2008 11:19am by Losie
Edited, Jun 20th 2008 5:07pm by Losie