It seems the most logical conclusion at this current time that a pure heavy attack damage setup for pretty much all classes ends up in a medium armor setup with Storm Master and the heavy armor set Sergeant's Mail in the form of jewelry and weapon.
It also helps that the main item sets are very easily farmable by players of any level!
With Oakensoul as a Mythic item that restricts other Mythics from being used and also restricting the usage of a second skill bar, we don't have too many options in terms of set availability and also makes us resort to a 1x bonus set such as Slimecraw's 1x Critical Chance bonus.
After some testing on both the raid dummies and in content (also based on previous testing with a different iteration of Oakensoul), it doesn't seem the Berserker enchant (Weapon/Spell Damage increase) will outperform either Poison or Flame Damage enchantments on the Lightning Staff.
Jewelry enchantments can be Weapon Damage glyphs if you have a Dragonknight in your group that can provide the Minor Brutality buff. Other than that, it can be either Weapon or Spell Damage.
An alternative body setup can be 5x Noble Duelist's Silk or 5x Order's Wrath instead of Storm Master for solo instances/arenas or 4 man content!
Depending on content you can flex Flames of Oblivion for other skills such as a healing ability like Coagulating Blood or Resolving Vigor.
For your single target opening burst damage rotation it should be prebuffing with Flames of Oblivion, setting down your Barbed Trap and then casting Eruption on target followed by heavy attack weaving Venomous Claw then heavy attack weaving Burning Talons and finally casting Standard of Might after another heavy attack.
After, you should simply use Burning Talons as a spammable between each heavy attack while trying to keep up the other damage over time effects whenever they fall off. It is important to always just heavy attack weave after each skill cast.
If able, you should cast Standard of Might as it comes up when at least three of your DoTs are up.
This rotation for Dragonknight is quite straightforward and requires not too much thinking about Off Balance timing.
Once you realize that you can press the input for a skill before a heavy attack ends so that your character queues up that skill instead of you pressing the input in timing with a typical light attack rotation which is usually a big obstacle for a lot of newer players.
All in all, this build hits very hard and still rewards you with damage even if you mess up a little bit but will give you big damage if you don't.
Champion Points Review
Off Balance was tested but yielded less than favorable results due to the nature of the timing of the Dragonknight's Standard when compared to Sorcerer's Power Overload.
Unlike a couple of the other classes like Warden, the Oakenknight does need Backstabber to try to get close the 125% Critical Damage cap. Our remaining slottables remain Deadly Aim and Weapons Expert as these two are essential to a heavy attack build in terms of the math.
Want to do a ton of damage while being nigh unkillable? Well this build is for you to use in Veteran Trials, Dungeons and of course Arenas / Solo content!
Recommended race: Altmer (High Elf) or Dunmer (Dark Elf); for solo or 4-man content you can go Khajiit.
If you want to go with 64 points into Stamina instead with a different race like Orc or still even with Dunmer you can, at that point it just depends on the usage of your resource more so than the damage of your resource such as casting utility skills based on Stamina or performing Roll Dodges and more Blocks.
Recommended food will be a bi-stat Health and Magicka food. For parsing or for fights where you don't need that extra health, you can use purely single-stat Max Magicka food!
Recommended Mundus will be The Thief (for group content like Trials) or The Lover (for solo content and overland).
Potions can be your basic tri-stat restoration potions, however if you'd like to invest further into the build, you could go with Resistance Potions that restore 9206 Health immediately & gives Major Fortitude (30% Health Recovery), grants a unique 5280 Spell and Physical Resistances!
You should have almost 25,000 resistances, making you basically a tank with around 30,000 Health (includes Minor Toughness if in group with a Warden).
The potion can be made using the following reagents: Mudcrab Chitin, Mountain Flower, Bugloss