Should be simple,
Metallic texture mask - Black where there is wood, white where there is metal
Roughness texture mask - lighter greys where there is wood for rougher surface, darker greys or black where there is metal(unless your going for a really rough metal look)
Specular should be left as a single scalar value set to whatever the reflectance of wood is. (I donโt think this value has any effect on the metallic areas)
If your getting errors in your nodes, check the console to see what the error is. You might be trying to blend two different types of floats values(float2, float3)