Well, being that my main is a Warrior, and I also play a druid on another account by himself, or boxxed with my warrior, I should be able to offer some insight.
First off in this type of situation, you should be addressing the issue of avoiding having more mobs than you want / can handle in each pull. If you are using a warrior for pulling a few things that can help. 1) If your druid is able to pacify up to 70, then they should be able to use this in DSH (guessing you are at the Dungore bug Camp) as it is outdoor and those mobs are below level 70 2) Suggest to the warrior to use his Incite / Berate / Scowl line (agro over time disc line) to pull, versus using an arrow, doing no dmg to the mob when pulled gives much higher likelihood of getting less mobs to assist. Also, have them wait for mob pathing to provide advantageous pulling for them. These tips will limit the incoming mobs, and if 2 or 3 is likely, the warrior can pick the one that is likely to assist, have a root/mez class pre target and if they add, use crowd control to eliminate the extra mob dps.
Druid Spells that would help:
Pacify to level 70
As for having multiple mobs in camp already, few things that the warrior can use to his advantage in keeping multiple mobs agro, is setting the main assist in group to another toon (preferably a melee dps, just make sure whoever is main assist isn't changing targets!) which enable the warrior to switch around as necessary to get a basic level of agro. Another is using the whirlwind line of aoe melee discs(which also have a large hate component included!) often; especially on incoming. Another thing that helps, but can't be used every pull, is the warrior line of Rune proc Discs, every time a rune is procced while disc is up, anything that is agro on the warrior, will get a set amount of hate added to its list by the warrior, very efficient means of keeping increasing agro without switching targets.
Warrior Disc that would help:
1: Skill Attack(35)
AoE Melee + Hate
Aura of Runes Discipline
1: Add Proc: Rune Effect rate mod 200
6: Increase Absorb Damage by 400
As for things you as a druid can do to help him maintain agro, use a smaller heal on incoming if you can until agro is established, this isn't always a choice though if the tank is dropping fast. Another option is to use your heal, hit F8 as mob peels, and be ready to root it or have another toon in group pull it off you. Root parking while healing can be very trying though. A third option, if a class has middling healing spells (rangers, beasts, etc) is for them to initially throw a heal on inc to peel mobs and park them with and Offtank/Pet / Root / etc.
All in all though, agro generation is a team thing, that requires effort of all in group to maintain, and undestanding is a big part of this. Before starting to kill, talk about what you will do in a situation where more than 1-2 mobs are incoming, assign roles, and who is to heal, crowd control, protect the Casters/healers etc etc. Make the most of who you have in group, and when people know their roles beforehand things usually come out better.
Also, on a side note, as others have suggested, work hard towards getting Spell Casting Subtlely maxxed for your level, although for my druid, I only have the first level, since I tend to play bunny kiting often, I didn't want to have to fight to retain agro in those situations. The above worked well for me, without having the SCS AAs, and another suggestion I would recommend as another person said, is to use your CH spell, the 10 sec cast time, will give the warrior further time to establish agro, while still giving you the powerful heal that won't let ya fall as far behind, not always an option, but a good one when it is.
Hope this helps, and goodluck!
Notfit 82 Gnome Enchanter
Cromagnon 82 Ogre Warrior
Mahlon 71 Dark Elf Wizard
Dartil 90 Capri Wearing Druid
Cromkins 71 Ogre Beastlord
Locusta 66 Drakkin Rogue