http://www.wowwiki.com/Cooldown
Отсюда мы видим, что
Global cooldown
A global or universal cooldown, frequently shortened to "GCD", is the cooldown which starts every time you start to cast a spell, and it affects all of your class spells. There are exceptions to this, however, as noted below. The basic rule of thumb is that if the spell affects the casting of the next spell, it will not activate the global cooldown.
If the spell has a casting time less than the global cooldown (or instant cast), you generally have to wait the remainder of the global cooldown. If a spell with casting time is interrupted before it has finished casting, the global cooldown will be canceled, meaning you can start casting a new one immediately.
The global cooldown is generally 1.5 seconds for all classes except rogues, Cat Form druids, and Death Knights in Unholy Presence, whose abilities are mostly one second global cooldown(reduced to 0.5 in UP). Shaman totems also only trigger a one second global cooldown as well as warlock curses with Amplify Curse . The global cooldown affects the wait for the next ability, so using an item or ability with the standard 1.5 second cooldown will require waiting that long before a 1 second global cooldown ability can be used.
(a.k.a ГКД)
и
Internal cooldowns
A internal cooldown is the cooldown on several abilities usually found on items. It exists as a regulator to prevent specific chance-to-proc abilities from being active at all times. One example is [Pendulum of Telluric Currents] which has a 10% chance to proc and a 45 internal cooldown. When it does proc, there will be 45 seconds before it can do so again. Internal cooldowns vary in duration, but the most common is 45 seconds as with the Pendulum of Telluric Currents.
Internal cooldowns are often hard to perceive and measure. This is because the description of the item which holds the ability rarely tells if there is any cooldown on the ability, nor how long any possible cooldown is. As a result, internal cooldowns are often mentioned as "hidden cooldowns". Because of this, the cooldown of an item's ability is usually discovered via player testing in-game. It is important to know the internal cooldown of an item's ability since it highly affects how powerful the item is. One example is [Darkmoon Card: Greatness]. It has a 35% chance to proc, a 15 seconds duration and a 45 seconds internal cooldown. If there were no cooldown, players would be able to refresh the duration via procs over and over, enjoying a nearly permanent effect from this item. Applying the cooldown will reduce the time the effect is active to 33% possible uptime (as 15 is 33% of 45), which in comparison reduces the item's performance with almost 70%.
Ну нихуя не одно и то же.
А если говорить, например, о чешуе, то читать уже это
Item cooldowns
Items with cooldowns are simply items that have limit on how often you can use them.
For example [Major Healing Potion] has a 2 minute cooldown, so it can be used just once every 2 minutes. The average cooldown is 2 or 5 minutes, but they range from 10 seconds to 3 hours (like [Signet of Expertise]) to 3 days at the longest. These items can be equipped in a variety of slots or used from the backpack.
Most consumable items have a shared cooldown, such as alcoholic beverages.
These items have a long cooldown (this isn't an exhaustive list):
Most equippable items with "Use" effects have a 0 second global cooldown.
Удачи в освоении. Надеюсь, гугл транслейт найдешь сам