In combat, we have a wizard that operates much like the Mage class does in World of Warcraft: one or more readily accessible, but not overwhelming, standard ranged attacks that may have varying secondary effects (at-will abilities, akin to WOW Mage Frostbolts, Fireballs and Arcane Missiles) along with defensive effects (akin to WOW Mage's various Armor spells--Frost, Mage, Molten); a series of combat-applicable spells that are potent enough to either require a Cooldown period before regaining access to them or a lengthy casting time (per-encounter abilities, akin to WOW Mage's Frost Nova, Cone of Cold, Arcane Blast, Polymorph, Presence of Mind, etc.); an array of very potent effects that can be combat-applicable but require long casting times, long Cooldown periods, or both as well as non-combat spells with significant utility (per-day abilities or rituals, akin to WOW Mage Teleportation/Portal spells, Pyroblast, Remove Curse, Amplify/Dampen Magic, etc.)
It's not, of course, a one-to-one correlation. It's not even a direct recreation of the WOW Mage; all it does is feel very similiar to the MMORPG's version of the wizard class as current presented for D&D 4.0, and thus invite comparison accordingly. I expect to see the final version of the D&D 4.0 Wizard to be significantly more flexible in what this class can and can't do, vis-a-vis the WOW Mage, but remain easier for younger people to understand and master due to that same similarity. I remain ambivalent about it all, and reserve final judgement for when the 4.0 PHB hits the store shelves.