The reflection itself is just the specular reflection that you get as an output of the functions of your specific illumination model.
There are many different illumination models of varying levels of complexity that will produce a reflection shape similar to this, but a similar look to this can already be achieved with a simple bare bones blinn-phong lighting model, which is (now) probably the most basic lighting model used by graphics engines, and most likely also used by World of Warcraft.
It will not be physically correct and completely equal to your images, but it will look very similar. Concept3D's example of the Ward model is more physically correct and works for more complex surface types (namely, materials where the microscopic bumps in their surfaces are not uniformly distributed, but have different probability distributions), but I don't know of any concrete examples of real time renderers that use it, due to poor gains in terms of quality/performance.
In practice, such types of reflections on surfaces are supplemented by additional specular/gloss and normal textures, that modify the shininess/roughness of a surface, and the direction of the normals of the surface, respectively, which are both inputs to the lighting equations of typical lighting models. This is done because in the real world, the physical properties of surface most often (except for maybe something like plastic, or a mirror) don't stay the same all over the surface, but can vary wildly from pixel to pixel.